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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7945153" data-attributes="member: 2209"><p><strong>1e AD&D</strong></p><p></p><p>1e Compilation[spoiler]</p><p><strong>Undead, The Dead:</strong> Some undead are clearly evil, directed or created by or allied to dark powers.</p><p>Whatever causes undead to come into existence (spell, natural process, divine deed, or unknowable mystery) are strong in the Realms; there are a LOT of undead. (Lords of Darkness)</p><p>The arts of creating and controlling undead are Evil-and, as many have learned to their detriment, very dangerous. (Lords of Darkness)</p><p>Created by the foulest magics. (Lords of Darkness)</p><p>While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e))</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e))</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e))</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e))</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e))</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e))</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e))</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e))</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e))</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e))</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e))</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women</p><p>with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e))</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e))</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves.</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e))</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e))</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e))</p><p>Chemosh is the lord of false redemption; he offers immortality at the price of exaltation. Those who follow his ways hope to live forever but will do so in bodies that are eternally corrupted. Nearly all of the evil undead have at one time or another made a pact with Chemosh or one of his servants. (Dragonlance Adventures)</p><p>If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). (Dungeon Master's Guide (1e))</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. However, upon the destruction of their slayer/drainer, such lesser undead gain energy levels from characters they subsequently slay/ drain until they reach the maximum number of hit dice (and their former level of class experience as well, if applicable) appropriate to their type of undead monster. Upon reaching full hit dice status, they are able to slay/drain and control lesser undead as they once were. (Dungeon Master's Guide (1e))</p><p>It is also likely that a druid will enlist the aid of fellow adventurers to deal with problem such as an infestation of goblins or the desecration of an ancient barrow by an evil cleric, who might even animate the buried bodies to bring a plague of undead upon the land. (FR2 Moonshae)</p><p>The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e))</p><p>Many undead draw their animating force from the Negative Material plane, which endows them with the power to drain ability scores or levels. Such creatures are said to exist in both the Prime Material and Negative Material planes simultaneously, though this is unlikely, as the two are not linked. There is no record of undead spotted in either the Positive or Negative Material planes, though they are found in the quasi-planes. (Manual of the Planes (1e))</p><p>There are no elemental undead. (Manual of the Planes (1e))</p><p>A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact. (Dragon 76)</p><p>Though the undead do not reproduce in the normal way, some are able to propagate themselves by attacking living creatures. (Dragon 89)</p><p>The corpse of a mortal creature placed in the cauldron will emerge as a random undead monster, under the control of the cauldron's current owner. The undead type will be one with a corporeal, physical form, and less than 7 HD. A living creature who enters the cauldron must save vs. death magic at -4, or its soul or life force will be devoured and forever gone. Those who make the save will take 2-8 points of damage and lose two life levels. The cauldron has a magical link with the Negative Material Plane. Those who try to possess it will quickly turn evil, if they were not already. Eventually, the possessor of it will, by a DM-arranged “accident” or his own cauldron-influenced desire, become undead himself. The cauldron can only be destroyed by washing it in the Waters of Life. (Dragon 102)</p><p>Creatures killed in the otherworld state from a druid's otherworld spell have a 75% chance of rising as undead of random sorts. (Dragon 122)</p><p>Areas in a fantasy universe in which huge numbers of people were slain or died all at once might also form breeding grounds for immense numbers of undead. (Dragon 126)</p><p>Some DMs rule that only humans become undead, but it is more common to include all the PC races and their NPC subraces. Animals and monsters never become undead unless their remains are magically animated as skeletons or zombies. Such creatures simply die when slain by undead. (Dragon 138)</p><p>Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason. (The Complete Cities of Sorcery Campaigns)</p><p><em>Undead Production</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Acererak:</strong> See Demi-Lich, Acererak.</p><p><strong>Acererak:</strong> See Lich, Acererak.</p><p><strong>Aerial du Plumette:</strong> See Ghost, Prince Aerial du Plumette.</p><p><strong>Air Ochimo:</strong> See Ochimo Air.</p><p><strong>Al-Dolak:</strong> See Ghost, Al-Dolak.</p><p><strong>Al-Nirin, Habrauk:</strong> See Spectre, Habrauk Al-Nirin.</p><p><strong>Aldenmier, Astrid:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Alemander V:</strong> See Ghost, Prince Alemander V.</p><p><strong>Alenny, Momsin:</strong> See Wight, Momsin Alenny.</p><p><strong>Alokkair the Witch-King:</strong> See Lich, Alokkair the Witch-King.</p><p><strong>Alp:</strong> See Vampire Alp.</p><p><strong>Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Amazonian Ghoul:</strong> See Ghoul, Amazonian Ghoul.</p><p><strong>Amun-Re:</strong> See Ghost, Amun-Re.</p><p><strong>Anananngel:</strong> See Vampire Anananngel.</p><p><strong>Ancient Corsair Lord:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Ancient Dwarven High Priest Corpse of an:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Ancient Dwarven Priest High Corpse of an:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Ancient High Priest Dwarven Corpse of an:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Ancient Lord Corsair:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Ancient Priest High Dwarven Corpse of an:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Angelique:</strong> See Vampire, Angelique.</p><p><strong>Angry Spirit Very:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Angry Very Spirit:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Animal Skeleton:</strong> See Skeleton Animal Skeleton.</p><p><strong>Animated Freshly Zombie:</strong> See Zombie Fresh, Freshly Animated Zombie.</p><p><strong>Animated Fully Skeleton:</strong> See Skeleton, Fully Animated Skeleton.</p><p><strong>Animated Giant Skeleton:</strong> See Skeleton Animated Giant Skeleton.</p><p><strong>Animated Skeleton:</strong> See Skeleton 'Enhanced', Animated Skeleton.</p><p><strong>Animated Skeleton:</strong> See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure.</p><p><strong>Animated Skeleton Fully:</strong> See Skeleton, Fully Animated Skeleton.</p><p><strong>Animated Skeleton of a Giant:</strong> See Skeleton Animated Skeleton of a Giant.</p><p><strong>Animated Zombie Freshly:</strong> See Zombie Fresh, Freshly Animated Zombie.</p><p><strong>Ankylosaurus Skeleton:</strong> See Skeleton Ankylosaurus.</p><p><strong>Apatosaurus Skeleton:</strong> See Skeleton Apatosaurus.</p><p><strong>Apparition:</strong> A victim slain by an apparition may be raised but if the body is left, or no attempt is made within one hour to raise it,it will rise as an apparition in 2-8 hours. (Fiend Folio)</p><p>This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e))</p><p>An apparition is the insubstantial remains of a person of authority – sergeant, priest, etc. – charged with overseeing or guarding a specific area, whose death was the result of a shirking of duty. Confined to the area originally to be guarded, the apparition seeks both to protect its "lair" and to gather additional guardians to its service. Thus, a character slain by an apparition who later rises as such will return to the lair of the original creature to take up guardianship alongside it, taking the apparition's place if that creature has been slain. (Dragon 126)</p><p><strong>Apparition, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Apparition Ghostly, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Appendage Human Insidious:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Appendage Insidious Human:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Aquatic Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Arch-Lich:</strong> See Lich Arch-Lich.</p><p><strong>Arlie Esterbridge:</strong> See Vampire, Arlie Esterbridge.</p><p><strong>Armored Man:</strong> See Death Knight, Armored Man.</p><p><strong>Asanbosam:</strong> See Vampire Asanbosam.</p><p><strong>Asberdies:</strong> See Lich Asberdies Magic-User 20.</p><p><strong>Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Aumvor the Undying:</strong> See Lich, Aumvor the Undying.</p><p><strong>Ayocuan:</strong> See Wight, Ayocuan.</p><p><strong>Azalin:</strong> See Lich Magic-User 18, Azalin.</p><p><strong>Azimer:</strong> See Lich, Azimer.</p><p><strong>Bach:</strong> ?</p><p><strong>Bach Giant:</strong> ?</p><p><strong>Badder Ghastling:</strong> See Ghoul Ghast, Badder Ghastling.</p><p><strong>Baijang:</strong> ?</p><p><strong>Baka:</strong> See Ghoul Baka.</p><p><strong>Balder, Thinn:</strong> See Zombie, Thinn Balder.</p><p><strong>Banshee:</strong> See Groaning Spirit, Banshee.</p><p><strong>Belgos:</strong> See Vampire Drow Vampire, Belgos.</p><p><strong>Berserker Spectral Minion:</strong> See Spectral Minion Berserker.</p><p><strong>Animal Mummy:</strong> See Mummy Animal.</p><p><strong>Baboon Animal Mummy:</strong> See Mummy Animal Baboon.</p><p><strong>Beetle Animal Mummy:</strong> See Mummy Animal Beetle.</p><p><strong>Bestial Beast:</strong> Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium)</p><p><strong>Bisan:</strong> ?</p><p><strong>Biting Skull:</strong> ?</p><p><strong>Black Annis:</strong> ?</p><p><strong>Black Rose Knight:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Blautsauger:</strong> See Vampire Blautsauger.</p><p><strong>Bliss, Charity:</strong> See Vampire, Charity Bliss.</p><p><strong>Blood Warrior:</strong> The Blood Warriors are a type of undead soldier corrupted from normal human warriors by Kazgoroth's power. (FR2 Moonshae)</p><p>The Beast has a unique ability to perform a corrupted type of mass charm spell, creating for itself a band of fanatically loyal undead troops known as Blood Warriors. (FR2 Moonshae)</p><p>Kazgoroth is aided by its magically created Blood Warriors. (Dragon 140)</p><p><strong>Bloody Bones:</strong> See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead.</p><p><strong>Blurry-Eyed Zombie:</strong> See Zombie Ghost Eye, Blurry-Eyed Zombie.</p><p><strong>Boar Undead:</strong> See Undead Boar.</p><p><strong>Body Revenant:</strong> See Revenant Body.</p><p><strong>Bone Colossus:</strong> The white giant is a bone colossus, a being created from the joining of many skeletons. (GDQ 1-7 Queen of the Spiders)</p><p>A being created from the joining of many skeletons. (Q1 Queen of the Demonweb Pits)</p><p><strong>Bones:</strong> See Skeleton Cleric 1, Bones.</p><p><strong>Bosco, Hieronymous:</strong> See Ghost Wizard, Hieronymous Bosco.</p><p><strong>Botanist Tower Ghost of the:</strong> See Groaning Spirit, Ghost of the Tower Botanist.</p><p><strong>Brainless Enhanced Zombie:</strong> See Zombie Brainless Enhanced.</p><p><strong>Brainless Zombie Enhanced:</strong> See Zombie Brainless Enhanced.</p><p><strong>Bride of Sakatha:</strong> See Vampire Vampiric Lizard Man Female, Bride of Sakatha, Female Lizard Vampire.</p><p><strong>Bruxa:</strong> See Vampire Bruxa.</p><p><strong>Bugbear Monster Zombie:</strong> See Zombie Monster Undead Bugbear.</p><p><strong>Burcolakas:</strong> See Vampire Burcolakas.</p><p><strong>Burning Dead, Burning Dead Corpse:</strong> This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs. (The Folio #4 [1E & 5E Format] ROS4)</p><p><strong>Burning Dead Corpse:</strong> See Burning Dead, Burning Dead Corpse.</p><p><strong>Bushi Spectre:</strong> See Spectre Bushi.</p><p><strong>Bushi Zombie:</strong> See Zombie Bushi.</p><p><strong>Buso:</strong> ?</p><p><strong>Buso Tagamaling:</strong> Destroying Nakamaru is easy, at least to Getsu’s mind. All he needs to do is infect enough of the population with the disease carried in his claws—the disease that transforms a man into a hideous tagamaling buso. (OA4 Blood of the Yakuza (1e))</p><p>This type of buso is a person infected by a tigbanua. This disease periodically transforms the person into a tagamaling. Each night there is a 1% cumulative chance that the diseased person transforms, his body changing into that of a buso. The victim becomes savage and mindless, attacking (and devouring) any and all he can. The tagamaling has the same hit dice and hit points as the person possesses in normal lite. Characters With special abilities are not able to use their powers while transformed, their minds filled only with rage and animal lusts. The diseased person has no memory of any actions done as a tagamaling. Once the disease reaches 100%, the victim can no longer be cured and changes into a tagamaling every night. (Oriental Adventures (1e))</p><p>The claws of a tigbanua transmit a horrible disease and all wounded by the creature must make a successful saving throw vs. death or become infected. Those infected eventually become tagamaling. (Oriental Adventures (1e))</p><p><strong>Buso Tigbanua:</strong> ?</p><p><strong>Buso Tigbanua, Getsu:</strong> ?</p><p><strong>Buso Tigbanua, Splin:</strong> ?</p><p><strong>Caarey Gelthik:</strong> See Ghoul Ghast, Caarey Gelthik.</p><p><strong>Callicantzari:</strong> ?</p><p><strong>Callicantzari Great Callicantzaros:</strong> ?</p><p><strong>Captain Fu:</strong> See Undead Dwarven Samurai, Captain Fu.</p><p><strong>Carl Ramm:</strong> See Mummy, Carl Ramm.</p><p><strong>Cat Animal Mummy:</strong> See Mummy Animal Cat.</p><p><strong>Catacano:</strong> See Vampire Catacano.</p><p><strong>Cauldron of Doom Zombie:</strong> See Zombie Cauldron of Doom.</p><p><strong>Celestial Stag:</strong> ?</p><p><strong>Centaur Mummy:</strong> See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy.</p><p><strong>Ch'ang-Kuei:</strong> See Vampire-Spectre Ch'ang-Kuei.</p><p><strong>Ch'ing-Shih:</strong> See Vampire Ch'ing-Shih.</p><p><strong>Ch'ing Shih:</strong> See Vampire Ch'ing Shih.</p><p><strong>Champion Spirit:</strong> ?</p><p><strong>Charchee:</strong> See Lich, Charchee.</p><p><strong>Charity Bliss:</strong> See Vampire, Charity Bliss.</p><p><strong>Chotogor:</strong> At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, (CC1 Creature Compendium)</p><p>The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium)</p><p><strong>Chu-U:</strong> See Ghost Chu-U.</p><p><strong>Cleric 8:</strong> See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Cleric 8.</p><p><strong>Coffer Corpse:</strong> These foul creatures of the undead class are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker. (Fiend Folio)</p><p>Coffer corpses are the restless remains of those whose last interment wishes were not carried out. Usually, this occurs because expediency dictates the body be abandoned to avoid any unpleasant fate due to the burden (as might often happen during a plague). At other times, church elders may deny the corpse interment in sacred ground. In cases such as these, there is a 5% chance that the restless spirit of the dead person remains tied to the corpse, rising during the hours of darkness to wander the area of its abandonment in a hopeless search for rest, returning to its ”lair” at dawn. (Dragon 126)</p><p>The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. (Dungeon 215)</p><p><strong>Coffer Corpse, Wongas:</strong> This unusually powerful coffer corpse is the remains of the last High Priest of the Temple, Wongas by name. Unable to place himself in the chief crypt, not being able to get past the guardian there, he had his vault placed in this chamber. Before he could begin proper decoration of the sarcophagus, however, the last of the lesser priests and servants deserted the Temple. Eventually, Wongas stalked to his tomb alone, full of rage and hate and shame. The High Priest made his own corpse into a monster by force of hate and displeasure. The resulting coffer corpse is thus far stronger than that normally encountered. (WG4 The Forgotten Temple of Tharizdun (1e))</p><p><strong>Collected Matter Undead Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Collected Undead Matter Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Colossus:</strong> See Zombie Colossus.</p><p><strong>Common Memedi:</strong> See Memedi Common</p><p><strong>Con-Tinh:</strong> The con-tinh is an evil spirit creature. Legend and folklore maintain they are spirits of maidens who died before their time. (Oriental Adventures (1e))</p><p><strong>Conflagration of Collected Matter Undead:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Collected Undead Matter:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Matter Collected Undead:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Matter Undead Collected:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Undead Collected Matter:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Collected Undead Matter:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Conflagration of Undead Matter Collected:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Corpse Coffer:</strong> See Coffer Corpse.</p><p><strong>Corpse of a Dwarf Mighty, Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Corpse of a Dwarven Ancient High Priest:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a Dwarven Ancient Priest High:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a Dwarven High Priest Ancient:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a Dwarven Priest High Ancient:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a High Priest Ancient Dwarven:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a High Priest Dwarven Ancient:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a Mighty Dwarf, Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Corpse of a Priest High Ancient Dwarven:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of a Priest High Dwarven Ancient:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of an Ancient Dwarven High Priest:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of an Ancient Dwarven Priest High:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of an Ancient High Priest Dwarven:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corpse of an Ancient Priest High Dwarven:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Corsair Ancient Lord:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Corsair Lord Ancient:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Count Strahd von Zarovich:</strong> See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr.</p><p><strong>Crawling Claw:</strong> Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. (Lords of Darkness)</p><p>Crawling Claws are said to have been the invention of the necromancer Nulathoe, who devised a series of spells whereby small parts of once-living bodies could be almost perfectly preserved, and (once animated) controlled. Nulathoe’s arts were too crude to be practical in controlling organs of any complexity, and at his death only their most useful application—the control of hands or paws—survived, through his two apprentices. (Dragon 32)</p><p>Creation of a claw requires an intact human hand, or a claw (which must be from a creature existing entirely upon the Prime Material Plane), either freshly severed or in skeletal form. Creation is usually a cooperative effort, and is begun with application of Nulathoe's Ninemen (a 5th-level Magic-User spell involving the fresh blood of an animal of the same biological class as that of the claw and the destruction of a moonstone of not less than 77 gp value, which is powdered and sprinkled over the claw) or a similar spell researched by the magic user concerned. This serves to preserve the claw, protect it against decay and corrosion, and strengthen its joints with magical bonds. Within four turns after casting the Ninemen, an Animate Dead spell must be cast upon the claw. (Dragon 32)</p><p><strong>Crawling Claw, Insidious Human Appendage:</strong> ?</p><p><strong>Crawling Spectre:</strong> See Spectre Crawling.</p><p><strong>Creature Deadly Mysterious:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Creature Mysterious Deadly:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Creature Strahd:</strong> See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd.</p><p><strong>Crewman Undead:</strong> See Zombie Greater Crewman, Undead Crewman.</p><p><strong>Crewman Zombie Greater:</strong> See Zombie Greater Crewman.</p><p><strong>Crocodile Animal Mummy:</strong> See Mummy Animal Crocodile.</p><p><strong>Crypt Guardian:</strong> See Mummy, Crypt Guardian.</p><p><strong>Crypt Thing:</strong> The crypt thing is a specially created guardian of tombs fashioned from a skeleton inhabited by a creature summoned from the Plane of Limbo by a high-level cleric. (Dragon 126)</p><p><strong>Cryptknight:</strong> It is a cryptknight, who, while helping to assassinate the Sheik, was killed at the exact moment the Tower became time-trapped. (I3-5 Desert of Desolation (1e))</p><p>Cryptknights are creatures that were time-trapped just as they died. Thus, they became trapped in their deaths. (I5 Lost Tomb of Martek (1e))</p><p><strong>Ctenmir:</strong> See Vampire, Ctenmir.</p><p><strong>Cursed City Vision Business Transaction:</strong> ?</p><p><strong>Cursed City Vision Elephant:</strong> ?</p><p><strong>Cursed City Vision Lovers:</strong> ?</p><p><strong>Cursed City Vision Passing Caravan:</strong> ?</p><p><strong>Cursed City Vision Priest:</strong> ?</p><p><strong>Cursed City Vision Thundering Chariot:</strong> ?</p><p><strong>Curst:</strong> Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. (Lords of Darkness)</p><p><strong>Cyclops Greater Undead:</strong> See Undead Cyclops Greater.</p><p><strong>Cyclops Undead Greater:</strong> See Undead Cyclops Greater.</p><p><strong>Daughter Ghost:</strong> See Ghost Daughter.</p><p><strong>Dead:</strong> See Undead, The Dead.</p><p><strong>Dead:</strong> See Zombie, The Dead.</p><p><strong>Dead Wandering:</strong> See Zombie Shadow Stuff, Quick Zombie, Wandering Dead.</p><p><strong>Deadly Creature Mysterious:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Deadly Mysterious Creature:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Death Keeper:</strong> This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living. (The Complete White Ship Campaign)</p><p><strong>Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature:</strong> ?</p><p><strong>Death Knight, Deathknight:</strong> The death knight - and there are only twelve of these dreadful creatures known to exist - is a horrifying form of lich created by a demon prince (it is thought Demogorgon) from a fallen human paladin. (Fiend Folio)</p><p>Probably the rarest of undead, the death knight is the ultimate fate of a fallen human paladin or cavalier formerly, not less than 10th level. Bound to the demon prince Demogorgon. (Dragon 126)</p><p><strong>Death Knight, Armored Man:</strong> ?</p><p><strong>Death Knight, Duke Grave:</strong> ?</p><p><strong>Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight:</strong> Soth was an ancient Lord Knight of Solamnia at Dargaard Keep. Through his own foolish acts he called a terrible doom upon himself and his associates, including his loyal Knights. (DL8 Dragons of War (1e))</p><p>While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e))</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e))</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e))</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e))</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e))</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e))</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e))</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e))</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e))</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e))</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e))</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e))</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e))</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. (DL16 World of Krynn (1e))</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e))</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e))</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e))</p><p>Lord Soth, a Knight of the Rose who ruled in the far northeast reaches of Solamnia at Dargaard Keep had, in fact, been warned by his elven wife of the calamity that was coming. (Dragonlance Adventures)</p><p>But Soth had dark secrets to keep. He had wed the elf woman in secret though he was already married to a barren woman of human royalty. Having fathered a child by the elf woman. he then murdered his first wife and claimed that she died in childbirth. The child of the elf woman became his heir and he claimed the elf woman as his lawful wife. When warned of the impending doom of the world, Lord Soth rode forth with his loyal Knights behind him. Yet waiting for him along the way was a troop of elven clerical women who stopped him. They knew of his dark deeds and persuaded Soth to turn back in exchange for their silence. (Dragonlance Adventures)</p><p>Soth turned back and the Cataclysm took place. The elf woman and his child were consumed in a terrible fire before Soth's very throne. He returned to the keep to find the image of their bodies burned into the stone. No rug would cover it without being consumed. No brush would remove its stain. (Dragonlance Adventures)</p><p>Thus did Soth sit on his throne until he, too, died but even then the gods would not grant him relief from his torment. (Dragonlance Adventures)</p><p><strong>Death Knight, Shan Nikkoleth:</strong> ?</p><p><strong>Death Knight, St. Kargoth, King of the Death Knights:</strong> Kargoth was a great paladin, until he unleashed a demonic terror on the Prime Material Plane in a mad bargain for personal power. The grateful demon prince transformed Kargoth into the first and most powerful Death Knight. (Dragon 79)</p><p><strong>Death Knight, Stan:</strong> ?</p><p><strong>Death Watch:</strong> See Spectral Minion, Death Watch.</p><p><strong>Deathknight:</strong> See Death Knight, Deathknight.</p><p><strong>Deinonythus Dinosaur Skeleton:</strong> See Skeleton Deinonythus Dinosaur</p><p><strong>Delartha:</strong> See Zombie Juju, Delartha.</p><p><strong>Delzoun:</strong> ?</p><p><strong>Demilich, Demi-Lich:</strong> Over centuries the lich form decays, and the evil soul roams strange planes unknown to even the wisest of sages. This remaining soul is a demilich. (Monster Manual II)</p><p>Demi-lichdom is not a state that can be deliberately chosen or prepared for; why and how it occurs to some liches and not to others remains a mystery, although great strength of will and activity as a lich seems to make demi-lichdom more likely. Perhaps fell Lower Plane or divine powers are involved. Some liches consume larvae (see Monster Manual) on a regular basis rather than employing Nulathoe's Ninemen to maintain bodily vitality; some sages have advanced the hypothesis that a demi-lich's sentience originates with such creatures. (Lords of Darkness)</p><p>A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. (S4: The Lost Caverns of Tsojcanth (1e))</p><p>Ultimately, its life force eventually wanes. The lich form decays and the evil soul roams strange planes unknown even to the wisest of sages. The remaining force is a demi-lich. "Demilich" is a misleading term, in that the hearer might believe</p><p>With the former lich type that pursued immortality the bodily shell eventually becomes dust, leaving only the skull and a few bones intact while the soul wanders forth to other planes. Nevertheless, these remains apparently retain a form of sentience. The source of this sentience is debated. Some sages maintain that it originates with the lingering essences of larvae used to maintain the lich's existence, while others assert a psychic tie to the now-departed wizard or cleric. Whatever the case, the remaining form, referred to as a demilich, is perhaps even more dangerous than the original lich, possessing both energy- and soul-draining capacity along with a keening ability similar to that of a groaning spirit. (Dragon 126)</p><p>The first manifestation of a disturbed demilich is that of an apparent wraith, which most often enjoys the energy-draining ability of that creature. A clue to the true nature of the monster can be gained by the fact that this wraith manifestation cannot be turned by a cleric otherwise able to overcome a traditional creature of that sort. This manifestation's sole purpose is to induce melee and spell attack, the latter of which has the effect of strengthening the creature (of course, a successful energy drain upon a character has the same effect). Eventually, the wraith manifestation gives way to that of a ghost – once again affording the same abilities of an actual creature of that sort. (It is said that the preferred mode of attack by this manifestation is to magic jar a group's magic-user, thereby utilizing the target's spells against his own party.) (Dragon 126)</p><p><strong>Demi-Lich, Acererak:</strong> Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. (Return to the Tomb of Horrors)</p><p>Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Prime Material Plane, and use of the SECOND KEY alerts the now demi-lich that he must be prepared to do battle in order to survive yet more centuries. (S1 Tomb of Horrors (1e))</p><p><strong>Demi-Lich Magic User 26, Shoon:</strong> ?</p><p><strong>Detrinius Wands:</strong> See Lich Magic-User 20, Detrinius Wands.</p><p><strong>Dinosaur Deinonythus Skeleton:</strong> See Skeleton Deinonythus Dinosaur</p><p><strong>Dinosaur Greater Skeleton:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Dinosaur Skeleton Greater:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Disembodied Spirit, Galomohgen:</strong> ?</p><p><strong>Djim:</strong> See Common Memedi Djim.</p><p><strong>Djrangkong:</strong> See Memedi Common Djrangkong.</p><p><strong>Dracolich, Night Dragon:</strong> A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon. (FR1 Waterdeep and the North)</p><p>The traditional initial step in preparation for lichdom is the imbibing of a potion. The potion for dragons differs from that used by humans in both ingredients and effects –but, as with the latter, it must all be imbibed in one dose for it to work at all, and it does not always cause the desired effect. (Dragon 110)</p><p>The ingredients are as follows: (Dragon 110)</p><p>Two pinches of pure arsenic</p><p>One pinch of belladonna</p><p>One measure of fresh (less than 30 nights old) phase-spider venom (at least one pint)</p><p>The blood (at least one quart) of a virgin of a demi-human individual, of a long-lived race (or, alternatively, a gallon of treant sap; this ingredient must have been drawn seven or less nights previously)</p><p>The blood (at least one quart) of a vampire or a person infected with vampirism (this ingredient must have been drawn seven or less nights previously)</p><p>One complete potion of evil dragon</p><p>One complete potion of invulnerability</p><p>The seven ingredients must be mixed control together in an inert vessel (such as one of stone) by the light of a full moon, adding the ingredients to the vessel in the order listed, stirring all the while with the blade of an undamaged, magically whole sword +2, dragon slayer (which may be of any alignment, and strikes for triple damage against any sort of dragon). It may be imbibed at any time thereafter; the mixture will only lose its efficacy if it is touched by direct sunlight while uncovered, or if it is mixed with other liquids. (Dragon 110)</p><p>When such a potion is drunk by any sort of true dragon, it will have the following effects: (Dragon 110)</p><p>Dice Result</p><p>01-46 Potion does not work. The dragon suffers 2-24 hp damage, is helpless with convulsions for 1-2 rounds, and loses any spells memorized.</p><p>47-66 Potion works. The dragon lapses into a coma for 1-4 rounds, and when it rouses knows that the potion has worked.</p><p>67-96 Dragon slain instantly, but potion works. If the “host” has been prepared, the dragon's spirit will go there and continue the process of becoming a dracolich.</p><p>97-00 Dragon slain instantly; potion does not work. A full wish is needed to restore dragon to life. (A wish to transform it to undead, dracolich status will cause another roll on this table, instantly.)</p><p>If any creature other than a true dragon imbibes any portion of a dracolich potion, use the following table to determine the potion's effects: (Dragon 110)</p><p>Dice Result</p><p>01-44 Painful death in 1-2 rounds. The victim shrieks and has convulsions.</p><p>45-67 The imbiber is dealt 3-36 hp damage, as the potion corrodes his internal tissues.</p><p>68-72 The imbiber is feebleminded and affected by a withering disease (treat as the “rotting disease” inflicted by a mummy).</p><p>73-80 The imbiber goes into a coma for 1-6 turns, and is driven insane (as per the DMG).</p><p>81-84 The imbiber goes into a coma for 1-6 turns, and upon awakening can speak all evil dragon tongues.</p><p>85-90 The imbiber goes into a coma for 1-6 turns, and thereafter nothing appears to occur. (DM's note: The imbiber has been rendered forever immune to vampirism, the disease. but can still be life-drained and physically damaged by any vampire(s) encountered.)</p><p>91-00 The imbiber goes into a coma for 1-6 turns, and nothing more occurs.</p><p>No charm, aura reading, or similar spell or mental test will reveal that a dragon has successfully drunk such a potion. (Dragon 110)</p><p>The Cult of the Dragon always prepares the dragon's “spirit-host” before administering the potion, in case the potion slays the dragon instantly. This host must be a solid item of not less than 2000 gp value that will resist decay (wood, for instance, is unsuitable) and was magically prepared. Gems are commonly used, particularly specimens of carbuncle and jet – although peridot, sard, ruby, and sometimes even fragile black pearls or obsidian have been employed. It is desirous that the host item be often close to corpses (as explained below); for this reason, such a gem is often set in a sword-hilt.</p><p>The host first has enchant an item cast upon it (and must save vs. spell as though of the caster's level for this to be successful). If desired, glassteel can then be cast upon it, to protect the host, and then trap the soul must be cast upon it. Upon the speaking of the dragon's truename during the casting, the dragon will instantly lose 1 hp per hit die it currently possesses; these pass forever into the host. (The host should not have a maze spell cast on it; it is not a “Soulprison”.) The dragon will fall instantly into a coma for 1-4 days, and during this time its mind cannot be contacted or attacked by magic or psionics. Its mind is unreachable, as it's spirit flits back and forth constantly between the host and its dragon body. (Any spells memorized by the dragon at the time trap the soul was cast are lost.) (Dragon 110)</p><p>If the dragon dies or is slain at any time after this, and it has before death imbibed the aforementioned potion, its spirit will go into the host, regardless of the distance between dragon body and host (which can even be on different planes of existence) or the presence of prismatic spheres, lead boxes, cubes of force, or similar obstacles. At this time, the host will levitate for 1-6 rounds, rising two or three inches upward. (Dragon 110)</p><p>Cult mages (or any other mage wishing to aid a dragon in attaining lichdom) must then provide a reptilian corpse, ideally that of a dragon or related creature. The body of an ice lizard, firedrake, wyvern, or fire lizard is ideal; that of a dragonne, dragon turtle, or dracolisk has only a small chance of successful use by the dragon's spirit. The corpse of a pseudo-dragon, pterandon, or other non-draconian creature is extremely unlikely to work. The body must be freshly killed (or, at least, dead within the period of the current moon, or 30 days), and within 90' of the host. The mage must then touch the host, cast a magic jar spell that includes the true name of the dragon, and then touch the corpse. In effect, the mage carries the dragon's spirit from host to corpse within his or her own body. (Dragon 110)</p><p>The corpse must fail a save vs. spell for the dragon's spirit to successfully possess it; if it saves, it will never accept the spirit. For this saving throw, the corpse is treated as a fighter of the same level as the dragon had hit dice when alive, with the following modifiers (any that apply) to the roll: (Dragon 110)</p><p>-4 if the corpse is of the same alignment as the dragon</p><p>-4 if the corpse is that of a true dragon (any type)</p><p>-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard</p><p>-1 if the corpse is that of a dracolisk, dragonne, pterandon, or dragon turtle</p><p>+3 if the corpse is that of a nonreptile (i.e., not a lizard man, snake, ophidian, or the like)</p><p>-10 if the corpse is the dragon's own former body (which can be dead any length of time)</p><p>If the dragon's spirit cannot enter the body, it will take over the magic-user's own body, unless the magic-user returns it to the host by touching the host again within 2-12 rounds. It can remain in the host for any length of time without harm – unless the host is itself destroyed. (Dragon 110)</p><p>If the corpse accepts the dragon's spirit, it becomes animated by the spirit, and has the dragon's own mind and its dracolich immunities (see below). It will be telepathic if the dragon could speak in life, but unless it is the dragon's own former body, cannot speak. and therefore cannot cast spells with verbal components. (If your campaign rules dictate that dragons must use their forepaws to manipulate material and somatic components, then the dracolich may meet further difficulties if the corpse has no usable forepaws.) It can learn spells if they are available to be memorized, until its roster is full, whereupon it can never learn spells again. If the Cult of the Dragon is involved, the Cult will see that powerful and useful magics are learned. (Dragon 110)</p><p>The “proto-dracolich” has but one goal: If it is not itself the body of the dragon, it hungers for the original body, and will seek out and devour that corpse. (For this reason, Cult members favor using the dragon's own body – i.e., keeping the host near it – or else providing corpses with wings, to make any journey to the original body as rapid and easy as possible.) The dragon's spirit can sense the direction and distance of its own former body, regardless of distance (although it cannot pass without aid to another plane of existence to reach it), and will tirelessly seek it out, not needing other meals for sustenance, nor rest. (Dragon 110)</p><p>If the dragon's own body has been burned or dismembered, the proto-dracolich need only devour the ashes or pieces. Total destruction of the dragon's body is possible only through use of a disintegrate spell (the body gets a normal save vs. the spell). If a Cult mage or other magic-user casts a limited (or full) wish, the body can be reincorporated if it was disintegrated on the Positive, Negative, or Prime Material Plane, as long as the wish is cast in the same plane as that disintegration occurred. Typically, various teeth and organs of a dragon are carried off by magic-users, alchemists, or adventurers wishing to sell such remains to mages or alchemists, and the proto-dracolich need only wait until such individuals are asleep or engaged in other activity (such as combat or spellcasting) to seize and devour the parts. (Dragon 110)</p><p>Only 10% or so of the body must be so devoured for the proto-dracolich to achieve its aim (it will know when this has occurred). Thereafter, within seven days, the proto-dracolich will metamorphose into a body resembling the dragon's original body in life – able to speak, cast spells, and employ the breath weapon just as the dragon could when it was alive. (If the dracolich possesses its own former body, it regains speech and the use of its breath weapon within seven days of possession.) It is then a dracolich. (Dragon 110)</p><p>A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon. (Dragon 110)</p><p><strong>Dracula:</strong> See Vampire, Dracula, Vlad Tepes.</p><p><strong>Drago Shenza:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Dragotha:</strong> Dragotha had made plans before his death to insure that he lived forever. He had contacted an unknown deity of death who, for personal reasons, agreed to restore “life” to Dragotha.s body when Dragotha died. The deity restored Dragotha, but instead of renewed life, Dragotha was placed in an eternal cursed state resembling lichdom. (Dragon 134)</p><p><strong>Drakanman:</strong> Sometimes Dragotha wishes to use his opponents to serve his needs. In this case, he uses his most powerful breath weapon: his dreaded death wind. This wind of negative energy causes all beings within range to save vs. breath weapon or die; slain humans, demihumans, humanoids, and giantkind are then transformed into undead warriors who serve their slayer. A person changed by Dragotha into an undead warrior is known in legend as a drakanman. (Dragon 134)</p><p><strong>Draugr:</strong> Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium)</p><p><strong>Dread Warrior:</strong> Dread Warriors are like zombies, but they must be created just after death and they still retain some small intelligence-enough to carry out unimaginative orders. (FR6 Dreams of the Red Wizards)</p><p>A Dread Warrior must be created from the body of a fighter, who retains some of his fighting skill. (FR6 Dreams of the Red Wizards)</p><p><em>Animate Dread Warrior of Tam</em> spell. (FR6 Dreams of the Red Wizards)</p><p><strong>Drelnza:</strong> See Vampire Fighter 13, Drelnza.</p><p><strong>Drow Vampire:</strong> See Vampire Drow Vampire.</p><p><strong>Dry Bones:</strong> See Skeleton Dry Bones.</p><p><strong>du Plumette, Aerial:</strong> See Ghost, Prince Aerial du Plumette.</p><p><strong>Duke Grave:</strong> See Death Knight, Duke Grave.</p><p><strong>Duncan, Kelly:</strong> See Groaning Spirit, Kelly Duncan.</p><p><strong>Dust Specter, Dust Spectre:</strong> ?</p><p><strong>Dust Spectre:</strong> See Dust Specter, Dust Spectre.</p><p><strong>Dwarf Mighty Corpse of a, Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Dwarf Skeleton:</strong> See Skeleton Dwarf.</p><p><strong>Dwarven Ancient High Priest Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Dwarven Ancient Priest High Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Dwarven High Priest Ancient Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Dwarven Priest High Ancient Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Dwarven Priest Zombie:</strong> See Zombie Dwarven Priest.</p><p><strong>Dwarven Samurai Undead:</strong> See Undead Dwarven Samurai.</p><p><strong>Dwarven Undead Samurai:</strong> See Undead Dwarven Samurai.</p><p><strong>Dwarven Zombie Priest:</strong> See Zombie Dwarven Priest.</p><p><strong>Earth Ochimo:</strong> See Ochimo Earth.</p><p><strong>Eastern Vampire:</strong> See Vampire Eastern.</p><p><strong>Eater of the Dead:</strong> See Ghoul, Eater of the Dead.</p><p><strong>Edgerton, Karen:</strong> See Wight, Karen Edgerton.</p><p><strong>Ekimmu:</strong> See Vampire Ekimmu.</p><p><strong>Elite Guard Jack:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Elite Jack Guard:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Ellen Stinworthy:</strong> See Mummy, Ellen Stinworthy.</p><p><strong>Emma Kelley:</strong> See Vampire, Emma Kelley.</p><p><strong>Emory Maus:</strong> See Wight, Emory Maus.</p><p><strong>Endorovitch the Terrible:</strong> See Spectre, Endorovitch the Terrible.</p><p><strong>'Enhanced' Skeleton:</strong> See Skeleton 'Enhanced'.</p><p><strong>Enhanced Brainless Zombie:</strong> See Zombie Brainless Enhanced.</p><p><strong>Enhanced Zombie Brainless:</strong> See Zombie Brainless Enhanced.</p><p><strong>Esterbridge, Arlie:</strong> See Vampire, Arlie Esterbridge.</p><p><strong>Estmore, Jerimy:</strong> See Wight, Jerimy Estmore.</p><p><strong>Ethereal Mummy:</strong> See Mummy Ethereal.</p><p><strong>Ettin Undead:</strong> See Undead Ettin.</p><p><strong>Eye of Fear and Flame:</strong> This odd creature is the corrupt result of a lawful evil cleric who sought (and failed) to achieve immortality or lichdom. Seized by Orcus for its presumption, the accursed creature is bound to seek out lawful characters to corrupt through evil and chaotic deeds. (Dragon 126)</p><p><strong>Fallen Patron, Lord Drago Shenza:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Female Vampiric Lizard Man:</strong> See Vampire Vampiric Lizard Man Female.</p><p><strong>Fetch:</strong> ?</p><p><strong>Fighter Formidable:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Figure:</strong> See Zombie White Ship, Figure.</p><p><strong>Figure Shadowy:</strong> See Zombie Brainless Enhanced, Shadowy Figure.</p><p><strong>Fire Ghost, Fire Spirit:</strong> ?</p><p><strong>Fire Giant Skeleton:</strong> See Skeleton Fire Giant.</p><p><strong>Fire Giant Zombie:</strong> See Zombie Fire Giant.</p><p><strong>Fire Ochimo:</strong> See Ochimo Fire.</p><p><strong>Fire Spirit:</strong> See Fire Ghost, Fire Spirit.</p><p><strong>Flailing Spirit:</strong> See Spirit Flailing.</p><p><strong>Flying Spirit:</strong> ?</p><p><strong>Folie, Yettergun:</strong> See Spectre, Yettergun Folie.</p><p><strong>Formidable Fighter:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Fu:</strong> See Undead Dwarven Samurai, Captain Fu.</p><p><strong>Fungi-Encrusted Intelligent Skeleton:</strong> See Skeleton Fungi-Encrusted Intelligent Skeleton.</p><p><strong>Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit:</strong> The gaki (or more properly the nin-chu-ju-gaki) are the spirits of the wicked, returned to the Prime Material Plane in the form of horrid monsters as punishment for their sins. The nature of the crimes committed in his life determines the type of gaki the spirit returns as. (Oriental Adventures (1e))</p><p><strong>Gaki Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Gaki Jiki-Niku-Gaki:</strong> ?</p><p><strong>Gaki Shikki-Gaki, Ito Murasame:</strong> ?</p><p><strong>Gaki Shinen-Gaki:</strong> ?</p><p><strong>Galley Beggar:</strong> ?</p><p><strong>Galomohgen:</strong> See Disembodied Spirit, Galomohgen.</p><p><strong>Gamrad Longlimb:</strong> See Revenant, Gamrad Longlimb.</p><p><strong>Geam Welstap:</strong> See Wraith, Geam Welstap.</p><p><strong>Gelthik, Caarey:</strong> See Ghoul Ghast, Caarey Gelthik.</p><p><strong>Gem Eyes:</strong> See Skeleton Gem Eyes.</p><p><strong>General Nashram Sharboneth:</strong> See Ghost, General Nashram Sharboneth.</p><p><strong>Genndruwo:</strong> See Memedi Genndruwo.</p><p><strong>Gesges:</strong> See Ghost Gesges.</p><p><strong>Getsu:</strong> See Buso Tigbanua, Getsu.</p><p><strong>Ghast:</strong> See Ghoul Ghast.</p><p><strong>Ghastling, Badder:</strong> See Ghoul Ghast, Badder Ghastling.</p><p><strong>Ghost:</strong> Ghosts are the spirits of evil humans who were so awful in their badness that they have been rewarded (or perhaps cursed) by being given undead status. (Monster Manual)</p><p>Now true ghosts almost always began as powerful humans who during life possessed both an evil disposition and a powerful will. How exactly such a person actually does become a ghost remains a mystery, but one recurrent factor seems to be that their passing from life is marked by great anger or hatred. (Lords of Darkness)</p><p>Whether or not this ultimately results in the spirit's being unable to rest, or whether the departed “earns” Its status as a result of its earthly misdeeds isn't really known, and perhaps both likelihoods are possible. (Lords of Darkness)</p><p>Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e))</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e))</p><p>The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e))</p><p>When the spirit from a summon ancestor spell appears, the summoner must make a Wisdom Ability Check to control it; otherwise the spirit becomes an uncontrolled ghost and immediately attacks all living beings around it. (FR5 The Savage Frontier (1e))</p><p>The hall is haunted by four ghosts, tragic lovers who caused each other's deaths. (FR5 The Savage Frontier (1e))</p><p>This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e))</p><p> The ghost of an ancient ancestor of the Ho clan is seen in Ausa. He was executed by the Shou troops who put down their revolt hundreds of years ago, yet he had no part in the rebellion. He was an honorable man and mourns his lost name. (Kara-Tur: The Eastern Realms (1e))</p><p>Todaijo is the northerly port city on Sora Bay in Kanahanto Province that was once the stronghold of Prince Miki. Miki was killed and his city destroyed by korobokuru in 2/45 (105). However, Todaijo was rebuilt over time, and remains a center of trade for the far north of Shinkoku. (Kara-Tur: The Eastern Realms (1e))</p><p>Todaijo is a city haunted by ghosts and uneasy spirits. Its inhabitants have learned to live with this, and simply avoid certain buildings haunted by those who died violently at the hands of korobokuru.(Kara-Tur: The Eastern Realms (1e))</p><p>Aside from a few creatures that have wandered in, most of the spirits here are bound by the ancient curse on the castle. The ghosts can be defeated by various means, but unless they are permanently laid to rest by specified means, they return to haunt the castle the following night. The spirits of any slain characters whose bodies are abandoned on the island join the ghosts and may be encountered in later adventures. (OA2 Night of the Seven Swords (1e))</p><p>This lost spirit cannot know final rest until he possesses his prayer beads. He was overcome by the Porter at 15, who threw his body down the well (9) after stripping it of all its symbols of faith. The body was swallowed by the giant carp. (OA2 Night of the Seven Swords (1e))</p><p>A kindly maiden haunts the willow. She grieved at the clan’s loss of honor when they slew a messenger from the Sun Temple. Her spirit can not rest until the body of the messenger is given a proper burial. (OA2 Night of the Seven Swords (1e))</p><p>All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (S1 Tomb of Horrors (1e))</p><p>If the place of the demi-lich is entered, its dust swirls into the air and forms a man-like shape. The demi-lich can never be turned, in any of its manifestations. If the dust-form is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not cause harm. (S4: The Lost Caverns of Tsojcanth (1e))</p><p>Attacks on the dust-shape only strengthen it. Once attacked, the dust-form might (75%) immediately gain the powers of a wraith. Further attacks give the creature additional hit points. Although it is unhurt by blows or spells, it will waver and fall back as if hurt, all the while gaining hit points. It begins with 1 hit point, and gains 1 hit point for each physical attack against it, plus hit points equal to the level of any spell used against it (Le., a third level spell gives it 3 hit points). If 50 hit points are gained, the dust-shape will form itself into a ghost (50 hp) controlled by the spirit of the demi-lich. The ghost will attack immediately. (S4: The Lost Caverns of Tsojcanth (1e))</p><p>This section of Re1 Mord was a crowded area of commoners' residences until a fire destroyed most of it in 1152 O.R. More than 500 persons died in the smoke and flames. After the fire, clean-up crews complained of hauntings and strange occurrences, and the area was abandoned. (WG8 Fate of Istus (1e/2e))</p><p>This ghost is the spirit of an evil-worshiper who kept her nature secret. She's been disturbed from her slumbers by the activities of Mordel. (WG8 Fate of Istus (1e/2e))</p><p>Ghosts are the spirits of humans whose passing from life was marked by great anger or hatred. Because of this, the spirit of the departed becomes tied to a certain area usually the place at which it died bemoaning the fact of its death or inability to seek revenge. (Dragon 126)</p><p>The ghost is the sentient soul of a now-dead, evil creature. (Dragon 126)</p><p>Eventually, the wraith manifestation of a disturbed demilich gives way to that of a ghost. (Dragon 126)</p><p>All that remains now of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e., a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak. (Return to the Tomb of Horrors)</p><p>The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront. (Dungeon 215)</p><p><em>Ghost Production</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Ghost, Al-Dolak:</strong> If given the chance, the ghost will explain that he was Al-Dolak, the once-great Captain of the guard. He was involved in the assassination plot against the Sheik, but had only a cowards role to play. He assembled the guards for inspection just as the assassins were attacking the Sheik. Now he must stay here, looking upon their noble faces. (I3-5 Desert of Desolation (1e))</p><p>The ghost will speak, one round after appearing, explaining that he was AI-Dolak, the once great captain of the guard. He was involved in the assassination plot against the sheik, but had only a coward’s role to play. He assembled the guards for inspection just as the assassins were attacking the sheik. Now he must stay here forever, looking upon the noble faces of the once-honored guard. (I5 Lost Tomb of Martek (1e))</p><p><strong>Ghost, Amun-Re:</strong> “In death my spirit gleefully approached my pyramid, but Osiris stopped my spirit from entering that tomb, for, said he, 'Your monument to life was to be the benefit you brought to the people under your stewardship, not this edifice of stone. As you Looked only to your death in life, so shall you look only to your life in death. I am bound to fulfill your curse, for you have called it down with the power in my name. But I do curse you Amun-Re, that you shall not enter this tomb where are the implements of your voyage to heaven, until some mortal soul does despoil this place, taking your staff of ruling and the star gem of Mo-Pelar from your theft-proof tomb.'” (I3 Pharoah (1e))</p><p><strong>Ghost, General Nashram Sharboneth:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e))</p><p><strong>Ghost, Heimwell the Haughty:</strong> ?</p><p><strong>Ghost, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Ghost, Lady Godefroy:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Slain by her husband. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Ghost, Melvin:</strong> The apparition is the ghost of Melvin, an evil human who in life delighted in stopping up sinks and toilets, causing much embarrassment and suffering to those who followed him in using the bathroom. He also enjoyed overflowing the bathtub and switching the cold and hot water knobs in the shower. Such were the extent of his evil deeds that in death he was consigned to wander the sewers, carrying a phantom pipe wrench and forever searching for leaks, to atone for his evil acts. (WG7 Castle Greyhawk (1e))</p><p><strong>Ghost, Old Man of Pursai:</strong> ?</p><p><strong>Ghost, Prince Aerial du Plumette:</strong> Ariel was a terrible man, who sacrificed more than himself in his quest for wings. (I6 Ravenloft)</p><p><strong>Ghost, Prince Alemander V:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e))</p><p><strong>Ghost, Samon:</strong> About halfway on the Hayatoge Road is where the wandering shukenja Samon met his end nearly 2,000 years ago. While on a religious retreat, Samon betrayed his vows and courted and married a beautiful peasant girl. When he awoke the next morning, he found a great serpent coiled next to him, the true form of his bride. Horrified, he ran off into the mountains. His spirit is still occasionally seen by evening travelers. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Ghost, Sanai:</strong> ?</p><p><strong>Ghost Chu-U:</strong> The chu-u were neither virtuous enough to pass the judges examinations nor malevolent enough to merit additional sentencing. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Ghost Daughter, Lady Reumyo:</strong> See Ghost Daughter, Tortured Ghost, Lady Reumyo.</p><p><strong>Ghost Daughter, Lady Sinoah:</strong> Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost. (The Complete White Ship Campaign)</p><p><strong>Ghost Daughter, Tortured Ghost, Lady Reumyo:</strong> Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber. (The Complete White Ship Campaign)</p><p><strong>Ghost Eye Zombie:</strong> See Zombie Ghost Eye.</p><p><strong>Ghost Fighter:</strong> ?</p><p><strong>Ghost Gesges:</strong> Ghosts of unborn children whose mothers die in pregnancy. (Dragon 29)</p><p><strong>Ghost Giant Crab:</strong> ?</p><p><strong>Ghost Hungry:</strong> See Gaki, Hungry Ghost.</p><p><strong>Ghost Korean Water:</strong> ?</p><p><strong>Ghost Lesser, Spirit:</strong> They're merely restless spirits whose passing on to the next world is prevented for a number of reasons: For instance, the person may have died with an urgent need to pass on an important message to someone or accomplish some sort of unfinished task. Thus, it remains on the Prime Material Plane, unable to rest until the message is delivered or the task completed. In another case, the lesser ghost may, as true ghosts, be angered over its betrayal and murder in life, and the creature cannot rest until the one who committed the crime against it is properly punished. (Lords of Darkness)</p><p>A lesser ghost might also, through its own misbehavior in life, find itself bound to an unhappy existence between worlds until it finds some sort of way to atone for its deeds. Lastly, the relatively weak spirit might remain under the domination of a greater ghost, free from obeying it, but tormented and unable to rest until the creature is destroyed. (Lords of Darkness)</p><p><strong>Ghost Lesser, Lady Samantha:</strong> Despised by Lady Samantha, who spurned his offer to remain mistress of the estate if she would submit to him, the mage finally locked the damsel in this tower room until such time as she would change her mind. Resistant to the end, she eventually starved to death here. (Lords of Darkness)</p><p><strong>Ghost of the Tower Botanist:</strong> See Groaning Spirit, Ghost of the Tower Botanist.</p><p><strong>Ghost Permanent Haunt, Otomo Tahiro:</strong> The old man is Otomo Tahiro, a 3d level shukenja who entered the caverns two months ago intending to rid the area of its evil forces. Although his intentions were noble, Tahiro’s mission was hopeless; the forces in the caverns were much too powerful. (OA2 Night of the Seven Swords (1e))</p><p>He was ultimately captured by the wu jen who resides in area 26. The wu jen cruelly used a burning paint to inscribe the fates of other clan members on the shukenja’s body. Not only can the damage not be cured, but it proves fatal in a short time.</p><p>Tahiro has been kept prisoner in this pit, subsisting on the insects and vermin that find their way in. For the first three months, Tahiro was regularly brought back to the wu jen, but as his physical condition worsened, the wu jen lost interest, and Tahiro has been left alone since then. His mind is virtually gone and he is near death. (OA2 Night of the Seven Swords (1e))</p><p>As long as the characters remain outside the pit, Tahiro believes he is about to be tortured again and continues to babble,</p><p>“Not again! Please! Just kill me!” regardless of what the characters say. (OA2 Night of the Seven Swords (1e))</p><p>If any of the party members enters the pit and comes within five feet of him, Tahiro stops babbling and stares at the character. As he recognizes that the characters are not his tormentors, he babbles, “You must leave! This is an evil place! You must leave!” (OA2 Night of the Seven Swords (1e))</p><p>If the PCs attempt to question him, they find that he is all but incoherent. He knows his name but little else and to most questions he shakes his head slowly from side to side and mutters, “I don’t know....” If asked what happened to him or how he got there, he babbles, “Not again! Please! Just kill me!” (OA2 Night of the Seven Swords (1e))</p><p>If asked about the relics, an expression of sheer terror crosses his face, and he gasps, “The creature...the creature...” (OA2 Night of the Seven Swords (1e))</p><p>Tahiro raises his arm and gestures, causing an image of shimmering pink light to appear in the pit. It is an octopoid apparition with seven wriggling tentacles. Each tentacle holds a razor-edged katana. The creature is hovering in a cloud of red mist which gradually envelops it. The creature begins to cackle as it is swallowed in the mist, and the image fades. (OA2 Night of the Seven Swords (1e))</p><p>This final effort proves to be too much for the old man who dies immediately. Attempts to prevent his death (or to raise him after his death) fail; his Constitution is reduced to zero. (OA2 Night of the Seven Swords (1e))</p><p>(If the players insist on taking Tahiro with them, the DM should remind them that he is unlikely to get far in this condition.) (OA2 Night of the Seven Swords (1e))</p><p>If his body is abandoned here, Tahiro becomes a permanent haunt and remains in this area until struck by a silver weapon (a fact his ghost does not know). (OA2 Night of the Seven Swords (1e))</p><p><strong>Ghost Ship of Hidegari Iegusa:</strong> Boats navigating the Sea of the Long Morning are sometimes greeted with the eerie sight of the ghost ship of Hidegari slowly making its way along the coastline. About 500 years ago, the legendary seaman Hidegari Iegusa engaged in a fierce battle with a fleet of warships from Kozakura. The battle went against Hidegari, and with his sails ablaze and his crewmen dead, his ship vanished into a sudden fog. The ghost ship is recognizable by its glowing hull and sails of flame. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Ghost Thief:</strong> ?</p><p><strong>Ghost Tortured, Lady Reumyo:</strong> See Ghost Daughter, Tortured Ghost, Lady Reumyo.</p><p><strong>Ghost Water Korean:</strong> See Ghost Korean Water.</p><p><strong>Ghost Witch-Ghost:</strong> ?</p><p><strong>Ghost Wizard, Hieronymous Bosco:</strong> A year or so ago, Hieronymous Bosco, a powerful wizard dwelling outside the port of Ravens Bluff, died a victim, some say, of his unholy experiments.(Lords of Darkness)</p><p>And it is perhaps fitting that the mage met his own duplicitous end through the hand of his equally ambitious apprentice. (Lords of Darkness)</p><p>The wizard's web-covered and bloodstained bed lies against the northern wall next to an empty wardrobe. Still lying upon the floor, where it fell from his grasp, is the goblet once holding the poisoned wine that was his undoing. (Lords of Darkness)</p><p>Even as his master convulsed in agony, his ambitious chief apprentice entered the room and plunged a dagger into his heart, ending the wizard's life. (Lords of Darkness)</p><p>Angered at having been lied to, Sir John intended to denounce the mage and hand him over to the local authorities. But Hieronymous learned of this, and with the help of a disreputable stable hand, arranged for the death of his employer while Brother Frederick was absent. The estate then passed into the hands of Lady Samantha, Sir John's daughter. (Lords of Darkness)</p><p>Lacking the funds to manage the estate (which the mage had stolen and hidden), Lady Samantha was forced to accept the wizard's offer to fund the manor's continued operation in return for being allowed to stay on as seneschal. Brother Frederick eventually returned, confronting the wizard, and was slain in his own chapel. With no one left to oppose him, the mage now forced his attentions on Lady Samantha, hoping to wed her. Defiantly, she spurned him, and was locked in a tower, where she starved to death. The mage then spread the tale she had sold the manor to him and departed. Not long afterward, Hieronymous met his own end at the hands of an ambitious apprentice. Although buried elsewhere, his spirit was cursed to haunt the manor where he had caused so much trouble to so many. (Lords of Darkness)</p><p><strong>Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier:</strong> ?</p><p><strong>Ghostly Apparition, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Ghostly Deer:</strong> ?</p><p><strong>Ghostly Defender:</strong> A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. (FR5 The Savage Frontier (1e))</p><p><strong>Ghostly Ferry-Man:</strong> ?</p><p><strong>Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena:</strong> Most these phenomena are of evil nature and are generated from the forces present in the caverns. Some, however, emanate from sources which are not strictly evil. Laying tortured spirits to rest stops the phenomena associated with them. (OA2 Night of the Seven Swords (1e))</p><p><strong>Ghostly Mob:</strong> ?</p><p><strong>Ghostly Phenomena:</strong> See Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena.</p><p><strong>Ghostly Wife:</strong> ?</p><p><strong>Ghostly Wife, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Ghostship:</strong> ?</p><p><strong>Ghoul, Eater of the Dead:</strong> Any human killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). (Monster Manual)</p><p>A Nabassu's death stealing requires the victim to save vs. death magic or become a ghast (or a ghoul if the victim is demihuman or humanoid). (Monster Manual II)</p><p>Ghouls were once evil humans who preyed upon others in life and who died unblessed. (Lords of Darkness)</p><p>Victims who are killed by ghouls become ghouls themselves if they are not blessed before being buried. (Lords of Darkness)</p><p>The ghoul is a human or demi-human who has risen from the grave to feed on human and other corpses. Some ghouls are self-made. In life, they were human predators who fed off the ill fortune of their fellow men. Their lives ended, yet their evil survived. Dying unblessed and buried unsanctified, they are cursed to continue feeding as ghouls. (Lords of Darkness)</p><p>Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. (Lords of Darkness)</p><p>The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e))</p><p>"Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e))</p><p>“Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e))</p><p>Viewing Richard Upton Pickman’s painting “The Lesson” (“A circle of nameless dog-like things in a churchyard teach a small child how to feed like themselves.“) Unless a save versus spells is made, the player character is changed into a ghoul. (Dragon 36)</p><p>Ghouls are the cursed remains of overwhelmingly evil humans who took advantage of and fed off of mankind during life, and so are bound to feed off humanity (literally) after death. Upon the passing of such an evil person, if proper spells and precautions are not observed (i.e., burial and bless spells), there is a 5% chance such a person will later rise as a ghoul, placing the community at large at great risk. Those among the living who fall prey to ghouls become as these undead – despoilers of the dead. (Dragon 126)</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126)</p><p>In some myths, ghouls return from the dead and drink blood besides eating flesh. (Dragon 138)</p><p>In this sarcophagus is a witch doctor who was less than entirely devout in his service of Maglubiyet; his transgressions were not too serious, so he was only cursed to be a ghoul rather than be sentenced to eternal torture. (Dungeon 1)</p><p>The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls. (Dungeon 215)</p><p>The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb. (The Complete White Ship Campaign)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Ghoul, Amazonian Ghoul:</strong> ?</p><p><strong>Ghoul, Melgaster:</strong> ?</p><p><strong>Ghoul, Richard Upton Pickman, King of the Ghouls:</strong> When Pickman grew weary of this world, he disappeared through one of the many tunnels the ghouls had dug under New England. Journeying deeper and deeper into the black, dank burrow, Pickman eventually crossed through the Gate of Deeper Slumber, into the Realm of Dream. He joined the ghouls in their lairs, slowly devolving into a ghoul himself, though he retains more human features and mannerisms than is normal among ghouls. (Dragon 36)</p><p><strong>Ghoul, Rugen Phimister:</strong> Rugen Phimister was (or still is, as he sees it) a tax collector for a local lord. While alive, he overcharged the tax, pocketing the extra money, but more often than not, he cheated his lord. Rugen loved his gold, yet he loved what gold could buy for him just as much, if not more. He owned a fine villa, fine clothing, and of all things, he ate well. To him, it seemed that he could never eat enough. In life, he was corpulent, grossly fat. (Lords of Darkness)</p><p>Yet all Rugen Phimister's ill-gotten wealth could not save him. While collecting taxes in a small, remote town, the strain of his extra weight overtaxed his heart, and he died. The dutiful townsfolk notified their lord of the tax collector's demise (and sent along what money Rugen had on him, along with his record book), and then buried the fat corpse in their burial grounds, in a mass grave, along with a handful of plague victims and two bandits who had been executed the same day, unblessed and without ceremony. (Lords of Darkness)</p><p>For most men, this would be the end of their tale, but not Rugen. An appetite like his could survive even death. When he awoke, there was enough to satisfy his hunger . . . at least for the time being. (Lords of Darkness)</p><p><strong>Ghoul, Wexelar:</strong> “I knew that man,” Amelior said, scratching at new-healed flesh on his shoulder. “Well, I knew him when he lived and was a man. He was Wexelar, the moneylender. My father said he cheated folk of their livelihood. I think my father owed him a great deal of money. Wexelar died suddenly of the 'plexy. I remember watching as they dumped his body in the earth. The old tale must be true then, that ghouls were once evil humans who preyed upon others in life and who died unblessed.” (Lords of Darkness)</p><p><strong>Ghoul Amazonian:</strong> See Ghoul, Amazonian Ghoul.</p><p><strong>Ghoul Aquatic:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Ghoul Baka:</strong> The corpse which forms a baka belonged to a member of a secret magical society that practices ritual cannibalism. The cannibalism is believed to give the eaters magical powers and is a form of necromancy. (Dragon 138)</p><p>While a baka has to be animated like a zombie, the baka is no mindless slave. In the realms of death, the dead person has merged with certain evil spirits and now has their powers. (Dragon 138)</p><p>Baka are the animated undead corpses of members of a secret cannibalistic society. (Dragon 138)</p><p><strong>Ghoul Ghast:</strong> Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. (Monster Manual)</p><p>A Nabassu's death stealing requires the victim to save vs. death magic or become a ghast (or a ghoul if the victim is demihuman or humanoid). (Monster Manual II)</p><p>Ghasts are ghouls who have wandered or been taken into the Abyss and gained superior powers due to exposure to the intense evil there. (Lords of Darkness)</p><p>Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. (Lords of Darkness)</p><p>The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e))</p><p>Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches. (FR5 The Savage Frontier (1e))</p><p>The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e))</p><p>Nabassu Death Stealing power. (WG7 Castle Greyhawk (1e))</p><p>A ghast is a ghoul which, through continued exposure to the magical forces of the Abyss, gains superior abilities and powers. (Dragon 126)</p><p>A character slain by a ghast later arises as a ghast under the control of its slayer. (Dragon 126)</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126)</p><p><em>Ghast Production</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Ghoul Ghast, Badder Ghastling:</strong> ?</p><p><strong>Ghoul Ghast, Caarey Gelthik:</strong> ?</p><p><strong>Ghoul Ghast, Natterly Knutnor:</strong> ?</p><p><strong>Ghoul Ghast, Rugen Phimister:</strong> Rugen the ghoul soon became Rugen the ghast. Captured by demons, he served as a “hound,” or hunting beast, for demons of the Abyss. (Lords of Darkness)</p><p><strong>Ghoul Ghula:</strong> ?</p><p><strong>Ghoul Jungle-Ghoul:</strong> ?</p><p><strong>Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul:</strong> The lacedon is a marine form of the ghoul. It conforms in all other respects to ghouls. (Monster Manual)</p><p>The Opawang’s failed experiments. (OA3 Ochimo The Spirit Warrior (1e))</p><p>The lacedon, or water ghoul, is the unhappy fate of certain pirates and corsairs. (Dragon 126)</p><p><strong>Ghoul Marine:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Ghoul Spirit-Ghoul:</strong> A spirit-ghoul is a type of ghoul which is actually some poor unfortunate victim possessed by an evil entity. The entity warps the physical appearance of the person so that the individual looks like a ghoul. (Dragon 138)</p><p><strong>Ghoul Water:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Ghoulstirge:</strong> ?</p><p><strong>Giant Bach:</strong> See Bach Giant.</p><p><strong>Giant Crab Ghost:</strong> See Ghost Giant Crab.</p><p><strong>Giant Two-Headed With Rotting Flesh:</strong> See Undead Ettin, Two-Headed Giant With Rotting Flesh.</p><p><strong>Giant With Rotting Flesh Two-Headed:</strong> See Undead Ettin, Two-Headed Giant With Rotting Flesh.</p><p><strong>Giant Zombie:</strong> See Zombie Giant.</p><p><strong>Gisela:</strong> See Groaning Spirit, Gisela.</p><p><strong>Githyannki Lich-Queen:</strong> See Lich, Vlaakith, Githyannki Lich-Queen.</p><p><strong>Glassy Eyed Guard Jack:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Glassy Eyed Jack Guard:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Goat Demon:</strong> ?</p><p><strong>Goblin Skeleton:</strong> See Skeleton Goblin.</p><p><strong>Goburu Ichi:</strong> See Kuei Shukenja 5, Goburu Ichi.</p><p><strong>God of Lankhmar:</strong> Ancient mummified skeletons sustaining themselves through the use of mighty magics. (Legends and Lore)</p><p><strong>Godefroy, Lady:</strong> See Ghost, Lady Godefroy.</p><p><strong>Godefry, Lord:</strong> See Haunt, Lord Godefry.</p><p><strong>Godefry, Penelope:</strong> See Haunt, Penelope Godefry.</p><p><strong>Grave:</strong> See Death Knight, Duke Grave.</p><p><strong>Grayswit, Molly:</strong> See Vampire, Molly Grayswit.</p><p><strong>Great Callicantzaros:</strong> See Callicantzari Great Callicantzaros.</p><p><strong>Great Monstrosity Undead:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Great Undead Monstrosity:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Great Vrykolakas:</strong> See Vampire Vrykolakas Great Vrykolakas.</p><p><strong>Great Wight:</strong> See Wight Great.</p><p><strong>Greater Colossus:</strong> See Zombie Colossus Greater.</p><p><strong>Greater Cyclops Undead:</strong> See Undead Cyclops Greater.</p><p><strong>Greater Dinosaur Skeleton:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Greater Mummy:</strong> See Mummy Greater.</p><p><strong>Greater Poltergeist:</strong> See Poltergeist Greater.</p><p><strong>Greater Skeleton:</strong> See Skeleton Greater.</p><p><strong>Greater Skeleton Dinosaur:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Greater Undead:</strong> The “natural” creation of greater undead seems related to strength of purpose and character. (Lords of Darkness)</p><p><strong>Greater Undead Cyclops:</strong> See Undead Cyclops Greater.</p><p><strong>Greater Vampire:</strong> See Vampire Greater.</p><p><strong>Greater Zombie:</strong> See Zombie Greater.</p><p><strong>Greater Zombie:</strong> See Zombie Giant, Greater Zombie.</p><p><strong>Groaning Spirit, Banshee:</strong> The groaning spirit, or banshee, is the spirit of an evil female elf - a very rare thing indeed. (Monster Manual)</p><p>This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow. (Monster Manual)</p><p>This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. Her spirit has become a groaning spirit that lives in this room. (I3-5 Desert of Desolation (1e))</p><p>This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. (I5 Lost Tomb of Martek (1e))</p><p><strong>Groaning Spirit, Marantha:</strong> ?</p><p><strong>Groaning Spirit, Gisela:</strong> ?</p><p><strong>Groaning Spirit, Ghost of the Tower Botanist:</strong> ?</p><p><strong>Groaning Spirit, Joanee:</strong> ?</p><p><strong>Groaning Spirit, Kelly Duncan:</strong> ?</p><p><strong>Groaning Spirit, Leedara:</strong> ?</p><p><strong>Groaning Spirit, Leslie Kale:</strong> ?</p><p><strong>Groaning Spirit, Miranda Langstry:</strong> ?</p><p><strong>Groaning Spirit, Patrina Velikovna:</strong> Patrina was a gypsy elf maiden who, having learned in early life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here. (I6 Ravenloft)</p><p><strong>Groaning Spirit, Sharon Teece:</strong> ?</p><p><strong>Gu'Armoru:</strong> Gu'armori (singular: gu'armoru) are animated suits of armor constructed through the combined efforts of a magic-user of at least 16th level and a cleric of at least 11th level. The creation of a single gu'armoru requires the fabrication of a suit of adamantite-alloyed armor, the life energy of a fallen fighter of at least 12th level, and the casting of the following spells: animate dead, animate object, enchant an item, geas, magic jar, and raise dead. The exact procedure is performed according to a jealously guarded arcane ritual. Only three written copies of the instructions are known to exist. The process takes at least four months to complete, at a cost of 35,000 gp for each gu'armoru. (Dragon 101)</p><p><strong>Guard Jack Elite:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Guard Jack Glassy Eyed:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Guard Jack Undead:</strong> See Undead Jack Guard.</p><p><strong>Guard Large Undead:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Guard Undead Large:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Guardian Spectral Minion:</strong> See Spectral Minion Guardian.</p><p><strong>Habrauk Al-Nirin:</strong> See Spectre, Habrauk Al-Nirin.</p><p><strong>Half-Strength Spectre:</strong> See Spectre Half-Strength Spectre.</p><p><strong>Half-Strength Wight:</strong> See Wight Half-Strength Wight, Half-Wight.</p><p><strong>Half-Strength Wraith:</strong> See Wraith Half-Strength Wraith.</p><p><strong>Half-Wight:</strong> See Wight Half-Strength Wight, Half-Wight.</p><p><strong>Handmaiden Spectre:</strong> See Spectre Handmaiden.</p><p><strong>Haunt:</strong> A haunt is the restless spirit of a person who died leaving a vital task unfinished. (Monster Manual II)</p><p>The heavy carriage was deliberately left in this corner to protect an iron spike hammered into the ground. It was here in this corner that the wizard, once servant to the family who built the mansion, arranged for an “accident” to befall the family patriarch upon learning the man intended to denounce him as a practitioner of the black arts. A rope tied to the rafters, which held a heavy set of wagon wheels, was cut, causing the wheels to fall and crush their victim. Although buried in the family crypts within the house, the old man's spirit remained here, seeking revenge, until a cleric was paid to lay it to rest, pinning the spirit in the ground with the spike. Should that spike be removed, the man's haunt will be released. (Lords of Darkness)</p><p>This figure is a haunt, the restless spirit of a person who died leaving a vital task unfinished. (A1-4 Scourge of the Slave Lords)</p><p>This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. (A1-4 Scourge of the Slave Lords)</p><p>The restless spirit of a person who died leaving a vital task unfinished. (A2 Secret of the Slavers Stockade)</p><p>This figure is a Haunt, the restless spirit of a person who died leaving a vital task unfinished. (A2 Secret of the Slavers Stockade)</p><p>This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. (A2 Secret of the Slavers Stockade)</p><p>The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e))</p><p>A golden, decorated shield +3 lies half-hidden by shrubbery. The emblem design on the shield is that of a Griffon Rampant. A haunt, once a valiant cavalier, lurks nearby and attempts to possess any who take the shield. The dead cavalier's mission was to rescue a southern princess taken captive and sold in Waterdeep long ago. The princess is long dead too, but at least one of her descendants bears a remarkable resemblance to her. (FR5 The Savage Frontier (1e))</p><p>This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e))</p><p>In life, the haunt was an elven cavalier who swore a mighty oath that she’d bring warning to the Theocrat himself that a large bandit force was massing on the border for an attack into the Pale. Since the cavalier died more than 20 years ago, her information is a little out of date, but her oath still binds her. (WG8 Fate of Istus (1e/2e))</p><p>Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42)</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. (Dragon 42)</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42)</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42)</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42)</p><p>Not all such burials need be of human bodies! (Dragon 42)</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42)</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42)</p><p>If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM. (Dragon 42)</p><p>The haunt is the restless spark of life of one who has died without completing a vital task. So great was the urgency to complete the deed that the vital life-force of the individual remains tied to the scene of death, there to remain until it can find a living shell to inhabit until the task is completed. The difference between this and its cousin, the ghost, is that the haunt is the mindless life-essence of the departed, while the ghost is the sentient soul of a now-dead, evil creature. (Dragon 126)</p><p>This spirit is that of a woman looking for her missing husband-who was slain by Flame sixty years ago. (Dungeon 1)</p><p><strong>Haunt, Jon:</strong> This haunt was once a sergeant of the guard named Jon. His task had been to defend the inner walkway and the trapdoor at its end from invaders, but he died as the last man of his force, with the knowledge that he had failed. In order to end his existence, Jon must successfully defend the area against all intruders, either slaying them or driving the intruders off. (A1-4 Scourge of the Slave Lords)</p><p><strong>Haunt, Lord Godefry:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>The only being found here is a haunt, the remains of Godefroy, who died here after slaying his wife and child. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Godefroy will seek to possess one of the characters that enters the room and force him to lay the spirits of his dead wife and daughter to rest. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Haunt, Penelope Godefry:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>It will try to posses one of the characters and then complete its flight from its father. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Haunt Shadow:</strong> See Shadow Haunt.</p><p><strong>Haunted Arm:</strong> This is the arm of a ninja, a former clan member who tried to escape the caverns by passing through the wall but didn’t make it. The ninja is dead, but his haunted arm lives on and guards the passage. (OA2 Night of the Seven Swords (1e))</p><p><strong>Headless Horseman Wraith:</strong> See Wraith Headless Horseman Wraith.</p><p><strong>Headless Mouse Horde:</strong> Mudstone has been making mouse-head hors d’oeuvres for three days in room 25, but he is too lazy to dispose of the bodies. He uses a special animate dead spell to order the bodies to run to the swill pit (room 18) and dispose of themselves. (WG7 Castle Greyhawk (1e))</p><p><strong>Headtaker:</strong> See Spectre, Pin Mo Nom, The Headtaker.</p><p><strong>Heimwell the Haughty:</strong> See Ghost, Heimwell the Haughty.</p><p><strong>Helga:</strong> See Vampire, Helga.</p><p><strong>Helpful Spirit:</strong> ?</p><p><strong>Hieronymous Bosco:</strong> See Ghost Wizard, Hieronymous Bosco.</p><p><strong>High Priest Ancient Dwarven Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>High Priest Dwarven Ancient Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Hodgson, Millicent:</strong> See Zombie, Millicent Hodgson.</p><p><strong>Horn of the Dawn:</strong> See Undead Knight Returned, Virkhus, The Horn of the Dawn.</p><p><strong>Horrific Undead, Lord Karata Shenza:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Horse Undead:</strong> See Undead Horse.</p><p><strong>Hsssthak:</strong> See Mummy Greater, Hsssthak.</p><p><strong>Huecuva:</strong> Some sages have postulated that huecuvas are in fact the remains of tomb robbers slain by mummies and cursed to act as guardians for them. (Dragon 126)</p><p>Some claim that tomb robbers slain by mummies may later rise as huecuvas, joining their slayers as guardians. (Dragon 126)</p><p><strong>Human Appendage Insidious:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Human Insidious Appendage:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Human Skeleton:</strong> See Skeleton Human.</p><p><strong>Hungry Dead:</strong> See Zombie Hungry Dead.</p><p><strong>Hungry Ghost:</strong> See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit.</p><p><strong>Ichi, Goburu:</strong> See Kuei Shukenja 5, Goburu Ichi.</p><p><strong>Ilmeera:</strong> See Zombie Juju, Ilmeera.</p><p><strong>Ilmen:</strong> See Strahd Zombie, Master Ilmen.</p><p><strong>Increased HD Shadow:</strong> See Shadow Increased HD.</p><p><strong>Insidious Appendage Human:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Insidious Human Appendage:</strong> See Crawling Claw, Insidious Human Appendage.</p><p><strong>Intelligent Undead:</strong> See Undead Intelligent.</p><p><strong>Intelligent Unturnable Skeleton:</strong> See Skeleton Intelligent Unturnable Skeleton.</p><p><strong>Isui, Tanomitsu:</strong> See Spectre, Tanomitsu Isui.</p><p><strong>Ito Murasame:</strong> See Gaki Shikki-Gaki, Ito Murasame.</p><p><strong>Iviliskova, Sasha:</strong> See Vampire, Sasha Iviliskova.</p><p><strong>Ixitxachitl Vampiric:</strong> ?</p><p><strong>Ixitxachitl Vampiric Guardian Cleric 6:</strong> ?</p><p><strong>Jack Guard Elite:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Jack Guard Glassy Eyed:</strong> See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter.</p><p><strong>Jack Guard Undead:</strong> See Undead Jack Guard.</p><p><strong>Jackal Animal Mummy:</strong> See Mummy Animal Jackal.</p><p><strong>Jariket:</strong> See Lich, Jariket.</p><p><strong>Jenglot:</strong> It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium)</p><p><strong>Jeremiah Morningmist:</strong> See Vampire, Jeremiah Morningmist.</p><p><strong>Jerimy Estmore:</strong> See Wight, Jerimy Estmore.</p><p><strong>Jiki-Ketsu-Gaki:</strong> See Gaki Jiki-Ketsu-Gaki.</p><p><strong>Jiki-Niku-Gaki:</strong> See Gaki Jiki-Niku-Gaki.</p><p><strong>Joanee:</strong> See Groaning Spirit, Joanee.</p><p><strong>Joki Lam, Ghost:</strong> ?</p><p><strong>Jon:</strong> See Haunt, Jon.</p><p><strong>Jonathan Morningmist:</strong> See Vampire Greater, Jonathan Morningmist.</p><p><strong>Juju Zombie:</strong> See Zombie Juju.</p><p><strong>Jungle-Ghoul:</strong> See Ghoul Jungle-Ghoul.</p><p><strong>Kale Leslie:</strong> See Groaning Spirit, Leslie Kale.</p><p><strong>Kappa Vampiric:</strong> ?</p><p><strong>Karata Shenza:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Karen Edgerton:</strong> See Wight, Karen Edgerton.</p><p><strong>Kargoth:</strong> See Death Knight, St. Kargoth, King of the Death Knights.</p><p><strong>Kartak Spellseer:</strong> See Lich Magic User 31, Kartak Spellseer.</p><p><strong>Kattle Lisbury:</strong> See Wight, Kattle Lisbury.</p><p><strong>Keeper Death:</strong> See Death Keeper.</p><p><strong>Kelley, Emma:</strong> See Vampire, Emma Kelley.</p><p><strong>Kelly Duncan:</strong> See Groaning Spirit, Kelly Duncan.</p><p><strong>Kelman Osterlaker:</strong> See Spectre, Kelman Osterlaker.</p><p><strong>King of the Death Knights:</strong> See Death Knight, St. Kargoth, King of the Death Knights.</p><p><strong>King of the Ghouls:</strong> See Ghoul, Richard Upton Pickman, King of the Ghouls.</p><p><strong>Kitiara:</strong> See Penanggalan, Kitiara.</p><p><strong>Knight of the Black Rose:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Knutnor, Natterly:</strong> See Ghoul Ghast, Natterly Knutnor.</p><p><strong>Korean Ghost Water:</strong> See Ghost Korean Water.</p><p><strong>Korean Water Ghost:</strong> See Ghost Korean Water.</p><p><strong>Kr'y'izoth:</strong> ?</p><p><strong>Krinos Pandipolous:</strong> See Wraith, Krinos Pandipolous.</p><p><strong>Kristofsky, Pietro:</strong> See Revenant, Pietro Kristofsky, Prefect of Paladine.</p><p><strong>Krvopijac:</strong> See Vampire Krvopijac.</p><p><strong>Kuei:</strong> Now haunting the cave is the kuei of one of his unfortunate victims—a young woman who was about to be married. (OA1 Swords of the Daimyo (1e))</p><p>As a kuei this woman is compelled to possess the body of another woman, so that she can complete her marriage oath. Having died centuries ago, her intended is no longer alive. If she marries into his family, however, her oath will be fulfilled. (OA1 Swords of the Daimyo (1e))</p><p>A kuei is a spirit of the dead, now in the form of a demon-ghost. This may occur if a person dies unburied, with his life unfulfilled. or by violence unavenged. (Oriental Adventures (1e))</p><p>When encountered, a kuei normally attempts to possess a victim. If this is successful. the form of the kuei disappears and takes control of the victim. Once the possession is successful, the kuei uses the physical body to complete whatever task still binds it to the Prime Material Plane. This may be to seek vengeance on its killer, fulfill an oath, or arrange for the ceremonies in the temple necessary to release it. When fulfilling an oath, the kuei may remain in possession of the victim for a long time. Indeed, one story is told of a kuei possessing her sister to fulfill an oath of marriage, remaining with her promised husband for many years before being discovered. (Oriental Adventures (1e))</p><p><strong>Kuei, Lord Toragi:</strong> The kuei of Lord Toragi, uncle of Lord Mitsuhide, lurks in the outermost bailey of the castle, the place where his banishment was pronounced. Sentenced by the shogun due to the false charges of his half-brother, the kuei is still attempting to prove Toragi’s innocence and avenge the family name. (OA4 Blood of the Yakuza (1e))</p><p>Seventeen years ago, Lord Toragi, uncle of Lord Mitsuhide (the current daimyo of Nakamaru), secretly pledged his aid to the Goshukara cause. Before he could fulfill his pledge, he was banished at the orders of the shogun, framed by a plot created by his younger brother. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. (OA4 Blood of the Yakuza (1e))</p><p><strong>Kuei Shukenja 5, Goburu Ichi:</strong> This is Goburu Ichi, a late priest of the Sun Temple. He died of the wasting disease of Lady Murasame (area 28), but strangely, he cannot recall the cause of his demise. (OA2 Night of the Seven Swords (1e))</p><p><strong>Lacedon:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Lady Godefroy:</strong> See Ghost, Lady Godefroy.</p><p><strong>Lady Reumyo:</strong> See Ghost Daughter, Tortured Ghost, Lady Reumyo.</p><p><strong>Lady Samantha:</strong> See Ghost Lesser, Lady Samantha.</p><p><strong>Lady Sinoah:</strong> See Ghost Daughter, Lady Sinoah.</p><p><strong>Lancer of Death:</strong> See Spectral Minion, Lancer of Death.</p><p><strong>Langstry, Miranda:</strong> See Groaning Spirit, Miranda Langstry.</p><p><strong>Large Guard Undead:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Large Undead Guard:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Le Grande Zombi:</strong> See Lich Le Grande Zombi.</p><p><strong>Le Grande Zombi:</strong> See Zombie Le Grande Zombi.</p><p><strong>Leedara:</strong> See Groaning Spirit, Leedara.</p><p><strong>Leslie Kale:</strong> See Groaning Spirit, Leslie Kale.</p><p><strong>Lesser Colossus:</strong> See Zombie Colossus Lesser.</p><p><strong>Lesser Ghost:</strong> See Ghost Lesser.</p><p><strong>Lesser Undead:</strong> See Undead Lesser.</p><p><strong>Lesser Vampire:</strong> See Vampire Lesser.</p><p><strong>Lhiannan Shee:</strong> A lhiannan shee is thought to be the undead spirit of a woman who killed herself for unrequited love (generally for some particular bard). (Dragon 101)</p><p><strong>Lich:</strong> A lich exists because of its own desires and the use of powerful and arcane magic. The lich passes from a state of humanity to a non-human, nonliving existence through force of will. It retains this status by certain conjurations, enchantments, and a phylactery. (Monster Manual)</p><p>Liches were formerly ultra powerful magic-users or magic-user/clerics of not less than 18th level of magic-use. (Monster Manual)</p><p>A lich (q.v.) is a human magic-user and/or cleric of surpassing evil who has taken the steps necessary to preserve its life force after death. (Monster Manual II)</p><p>The urge for immortality is so strong in some powerful mages and magic-user/clerics that they aspire to lichdom, despite its horrible physical side effects and the usual loss of friends and living companionship. Lichdom must be prepared for in life; no true lich ever is known to have come about “naturally.” (Lords of Darkness)</p><p>To become a lich, a magic-user or magic-user/cleric must attain at least the 18th level of experience as a magic-user. The candidate for lichdom must have access to the spells magic jar, enchant an item, and trap the soul. Nulathoe's Ninemen, a fifth-level magic-user spell (detailed in the FORGOTTEN REALMS boxed set) which serves to preserve corpses against decay, keeping them strong and supple as in life, is also required. (Lords of Darkness)</p><p>The process of attaining lichdom is ruined if the candidate dies at any point during it. Even if successful resurrection follows, the process must be started anew. The process involves the preparation of a magical phylactery and a potion. Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Preparation of the phylactery is so expensive that most candidates do not wish to waste all the effort of its preparation by dying after it is completed but before they are prepared for lichdom. (Lords of Darkness)</p><p>The nine ingredients of the potion are as follows: (Lords of Darkness)</p><p>Arsenic (2 drops of the purest distillate)</p><p>Belladonna (1 drop of the purest distillate)</p><p>Blood (1 quart of blood from a dead virginal human infant killed by wyvern venom)</p><p>Blood (1 quart from a dead demihuman slain by a phase spider)</p><p>Blood (1 quart from a vampire or a being infected with vampirism)</p><p>Heart (the intact heart of a humanoid killed by poisoning; a mixture of arsenic and belladonna must be used)</p><p>Reproductive glands (from seven giant moths dead for less than 10 days, ground together)</p><p>Venom (1 pint or more, drawn from a phase spider less than 30 days previous)</p><p>Venom (1 pint or more, drawn from a wyvern less than 60 days previous)</p><p>The ingredients are mixed in the order given by the light of a full moon and must be drunk within seven days after they combine into a bluish-glowing, sparkling black liquid. All of the potion must be drunk by the candidate, and within 6 rounds will produce an effect as follows (roll percentile dice): (Lords of Darkness)</p><p>01-10 All body hair falls out, but potion is ineffective (the candidate knows this). Another potion must be prepared if lichdom is desired.</p><p>11-40 Candidate falls into a coma for 1d6 + 1 days, is physically helpless and immobile, mentally unreachable. Potion works; the candidate knows this.</p><p>41-70 Potion works, but candidate is feebleminded, Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate.</p><p>71-90 Potion works, but candidate is paralyzed for 2d6 + 2 days (no saving throw, curative magics notwithstanding). There is a 30% chance for permanent loss of 1d6 Dexterity points.</p><p>91-96 Potion works, but candidate is permanently deaf (01-33), dumb (34-66), or blind (67-00). The lost sense can only be regained by a full or limited wish.</p><p>97-00 Death of the candidate. Potion does not work. (Lords of Darkness)</p><p>The successfully prepared candidate for lichdom can exist for an indefinite number of years before becoming a lich. He will not achieve lichdom upon death unless preparation of his or her phylactery is complete. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot mentally or magically be detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed or insanity or memory loss occurs. (A charmed candidate can never be made to reveal where his phylactery is – although he could be compelled to identify what the phylactery is, if shown it.) (Lords of Darkness)</p><p>The phylactery may take any form – it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, must be solid and of high-quality workmanship if man-made, and cannot be an item having other spells or magical properties on or in it. It may be decorated or carved in any way desired for distinction. (Lords of Darkness)</p><p>Enchant an item is cast upon the phylactery (this is one of the rare cases in which this spell can be cast on unworked material), a process requiring continual handling of the phylactery for a long time, as described in the PLAYER'S HANDBOOK. The phylactery must successfully make its saving throw as noted in the spell description. It must be completely enchanted within nine days (not the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required. (Lords of Darkness)</p><p>When the phylactery is thereby made ready for enchantment, the candidate must cast trap the soul on it. Percentile dice are rolled; the spell has a 50% chance or working, plus 6% per level of the candidate (or caster, if it is another being) over 11th level. The phylactery glows with a flickering blue-green faerie fire-like radiance for one round if it is successfully receptive for the candidate's soul. (Lords of Darkness)</p><p>The candidate then must cast Nulathoe's Ninemen on the phylactery, and within one turn of doing so, cast magic jar on it and enter it with his life force. No victim is required for this use of the magic jar spell. (Lords of Darkness)</p><p>Upon entering the phylactery, the candidate instantly loses one experience level along with its commensurate spells and hit points. The soul and lost hit points remain in the phylactery, which becomes AC 0 and has those hit points henceforth. The candidate is now a lichnee, and must return to his own body to rest for 1d6 + 1 days. The ordeal of becoming a lichnee is so traumatic that the candidate forgets any memorized spells of the top three levels available to him, and cannot regain any spells of those levels until the rest period is complete. (Candidates usually then resume a life of adventuring to regain the lost level.) (Lords of Darkness)</p><p>The next time the lichnee candidate dies, regardless of the manner or planar location of death, or barriers of any sort between corpse and phylactery, the candidate's life force will go into the phylactery. For it to emerge again, there must be a recently dead (less than 30 days) corpse within 90 feet of the phylactery. The corpse may be that of any creature, and must fail a saving throw vs. spell to be possessed. If it makes its saving throw, it will never receive the lich. (Lords of Darkness)</p><p>If the creature had 3 hit dice or fewer in life, it saves as a zero-level fighter. If it had 3 + 1 hit dice or greater in life, it saves as if it were alive, with the following alignment modifiers: LG, CG, NG: + 0; LN, CN, N: - 3; LE, - 4; NE: - 5; CE: -6. The candidate's own corpse, if within range, is at -10, and may have been dead for any length of time. The lichnee may attempt to enter his own corpse once per week until succeeding. (A phylactery too well-hidden might never offer the lichnee a corpse to enter. Many lichnee commit suicide to save themselves such troubles.) When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich. (Lords of Darkness)</p><p>Seven days after ingesting any part of the candidate's original body, a wightish lichnee body will metamorphose into a body similar to the candidate's original one, and manifest full lich powers and abilities (re-roll hit points using eight-sided dice). (Lords of Darkness)</p><p>Consider a lich, for example: a mage or cleric so thirsty for immortality as to try to cheat death, and already powerful at magic. (Lords of Darkness)</p><p>Sabirine learned the secrets of lichdom but chose to die a natural death instead. (Forgotten Realms Campaign Set (1e))</p><p>A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. (S4: The Lost Caverns of Tsojcanth (1e))</p><p>In actuality, this room is a time trap; time here moves very slowly compared to that in the outside world. One round in this room equals a half hour outside it. The tome is Secrets of Immortality by X. Gig, Magus Paragon, Regum Rex, etc., etc. The book is tied to the lectern by strange silver threads, as thin as gossamer. These are strands from Istus’s web in the plane of Time. They cannot be broken by any force save Istus herself. Nor can any force move or break the lectern. (WG7 Castle Greyhawk (1e))</p><p>Secrets of Immortality is readable (although highly technical in its use of language), but it is incomprehensible to all creatures with Intelligences below 21. For magic-users who have Intelligences of 21 who would read it, it would take 10 years of careful study to understand its principles. (A nonweapon proficiency taken in the study of the abstract theories of magic will reduce the time of study to only three years.) If the book is mastered, characters will know how to create an elixir of youth, become a shade or a lich, and understand “general principles of life force extension.” (WG7 Castle Greyhawk (1e))</p><p>Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist. (Dragon 26)</p><p>Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into. (Dragon 26)</p><p>The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable. (Dragon 26)</p><p>If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up. (Dragon 26)</p><p>The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds. (Dragon 26)</p><p>In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being. (Dragon 26)</p><p>If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place. (Dragon 26)</p><p>Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items;</p><p>A. 2 pinches of pure arsenic</p><p>B. 1 pinch of belladonna</p><p>C. 1 measure of fresh phase spider venom (under 30 days old)</p><p>D. 1 measure of fresh wyvern venom (under 60 days old)</p><p>E. The blood of a dead humanoid infant killed by a phase spider</p><p>F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna</p><p>G. The heart of a virgin humanoid killed by wyvern venom</p><p>H. 1 quart of blood from a vampire or a person infected with vampirism </p><p>I. The ground reproductive glands of 7 giant moths (head for less than 60 days)</p><p>The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur:</p><p>1-10 No effect whatsoever other than all body hair falling out — start over!</p><p>11-40 Coma for 2-7 days —the potion works!</p><p>41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works!</p><p>71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works!</p><p>91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works!</p><p>97-00 DEAD —start over . . . if you can be resurrected. (Dragon 26)</p><p>There is no “ultimate recipe” for becoming a lich, just as there is no universal way of making a chocolate cake. Only those things which are generally true are stated in the AD&D rules-a magic-user or cleric gains undead status through “force of will” (the desire to be a lich, coupled with magical assistance) and thereafter has to maintain that status by special effort, employing “conjurations, enchantments and a phylactery” (from the lich description in the Monster Manual). The essence of larvae, mentioned as one of the ingredients in the process (in the MM description of larvae) might be used as a spell component, or might be an integral part of the phylactery: Exactly what it is, and what it is used for, is left to be defined by characters and the DM, if it becomes necessary to have specific rules for making a lich. (Dragon 54)</p><p>Several combinations of spells might trigger or release the energy needed to transform a magic-user or m-u/cleric into a lich; exactly which combination of magic is required or preferred in a certain campaign is entirely up to the participants. The subject has been addressed in an article in DRAGON magazine (“Blueprint for a Lich,” by Len Lakofka, in #26), but that “recipe” was offered only as a suggestion and not as a flat statement of the way it’s supposed to be done. (Dragon 54)</p><p>Possibly the most powerful of the undead creatures, liches were formerly magic-users, clerics, or wizard/priests of high level. While the circumstances in which a lich arises are somewhat varied, a lich is most often the result of an evil archmage's or high priest's quest for immortality. The process involved in the creation of the lich remains a mystery to most, although some have suggested that through the assistance of a demon, the knowledge can be fully learned. (Dragon 126)</p><p>In even rarer cases, it is rumored that a wizard of extremely high level in fanatical pursuit of the answer to some bit of research may continue his work even beyond the point of death. Perhaps due to the years of exposure to magical powers, some inexplicable force allows the soul to remain with its dead shell until the inhabitant discovers the answer to its research or until the body crumbles to dust. (Dragon 126)</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126)</p><p>Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)</p><p><em>Lichdom</em> spell. (Dragon 76)</p><p><strong>Lich, Acererak:</strong> Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. (Return to the Tomb of Horrors)</p><p>Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak.</p><p><strong>Lich, Alokkair the Witch-King:</strong> ?</p><p><strong>Lich, Asberdies Magic-User 20:</strong> ?</p><p><strong>Lich, Aumvor the Undying:</strong> ?</p><p><strong>Lich, Azimer:</strong> ?</p><p><strong>Lich, Charchee:</strong> ?</p><p><strong>Lich, Jariket:</strong> ?</p><p><strong>Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty:</strong> ?</p><p><strong>Lich, Tharuighagh:</strong> ?</p><p><strong>Lich, Vlaakith, Githyannki Lich-Queen:</strong> ?</p><p><strong>Lich 20, Rahz:</strong> ?</p><p><strong>Lich Arch-Lich, Ruelve:</strong> ?</p><p><strong>Lich Arch-Lich, Vecna:</strong> ?</p><p><strong>Lich Le Grande Zombi:</strong> It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead). (Dragon 138)</p><p><strong>Lich Lizardman:</strong> ?</p><p><strong>Lich Magic-User 18:</strong> ?</p><p><strong>Lich Magic-User 18, Azalin:</strong> ?</p><p><strong>Lich Magic-User 18/Cleric 20:</strong> ?</p><p><strong>Lich Magic-User 19/Cleric 21:</strong> ?</p><p><strong>Lich Magic-User 20, Detrinius Wands:</strong> ?</p><p><strong>Lich Magic-User 24, Zulkir Szass Tam:</strong> ?</p><p><strong>Lich Magic-User 31, Kartak Spellseer:</strong> ?</p><p><strong>Lich Minor:</strong> ?</p><p><strong>Lich Minor, Corpse of an Ancient Dwarven High Priest:</strong> ?</p><p><strong>Lich Nephil:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium)</p><p><strong>Lich Pseudo-Lich:</strong> They are created when a very powerful magic-user is fanatically pursuing a certain goal at the time of death. Some inexplicable force, perhaps due to years of exposure to magic, allows the wizard's soul to inhabit the shell of its dead body until the goal is achieved or the body crumbles to dust. (Lords of Darkness)</p><p><strong>Lich Semi-Lich:</strong> This is all that remains of the high priest, who tried and failed to turn himself into a lich. He was a 12th-level cleric/11th-level magic-user. His soul has gone on to its punishment, but his undead body remains, possessing all the physical characteristics of a lich, but none of the mental ones. (Dragon 102)</p><p>The high priest was not insane; he was a very calculating, determined man who made only one mistake. (Dragon 102)</p><p><strong>Lich Two-Headed Lich, Xaene the Accursed:</strong> Xaene, once ousted from the court wizard position he had coveted for such a long time, took to studying necromancy, an art he had become efficient in while creating Ivid’s various servants. While raiding graveyards and tombs he came upon the artifact described in room 17 above, as well as those detailed in room 11. All three artifacts are aligned to Nerull, especially the Tapestry of Nightmares. In unraveling the tapestry’s secret, Xaene was converted to neutral evil (from chaotic evil) and was transformed into a lich. However, his mind, strong as it was, could not stand (or fathom) the change; and his will persisted to such a stubborn degree that Nerull actually cursed Xaene, saying, “You have two minds-so have two heads to go with them!” (WG8 Fate of Istus (1e/2e))</p><p><strong>Lich-Like Being 26, Wulgreth:</strong> ?</p><p><strong>Lich-Queen:</strong> See Lich, Vlaakith, Githyannki Lich-Queen.</p><p><strong>Lightmal the Dark:</strong> See Spectre, Lightmal the Dark.</p><p><strong>Lisbury, Kattle:</strong> See Wight, Kattle Lisbury.</p><p><strong>Lithe, Marcus:</strong> See Wraith, Marcus Lithe.</p><p><strong>Lizardman Lich:</strong> See Lich Lizardman.</p><p><strong>Lizard Vampire:</strong> See Vampire Vampiric Lizard Man Female, Bride of Sakatha, Lizard Vampire.</p><p><strong>Lobishumen:</strong> See Vampire Lobishumen.</p><p><strong>Loft, Maquir:</strong> See Wraith, Maquir Loft.</p><p><strong>Longlimb, Gamrad:</strong> See Revenant, Gamrad Longlimb.</p><p><strong>Lord Ancient Corsair:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Lord Corsair Ancient:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Lord Drago Shenza:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Lord Godefry:</strong> See Haunt, Lord Godefry.</p><p><strong>Lord High Cleric Yarus:</strong> See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus.</p><p><strong>Lord High Clerist:</strong> See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus.</p><p><strong>Lord Karata Shenza:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Lord Loren Soth:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Lord Mummy:</strong> See Mummy Lord.</p><p><strong>Lord Soth:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Lord Toragi:</strong> See Kuei, Lord Toragi.</p><p><strong>Lord-Most Mighty Shoon:</strong> See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty.</p><p><strong>Loren Soth:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Lost Soul Pr'eta:</strong> The Pr’eta is the soul of a suicide. (Dragon 26)</p><p><strong>Lower Soul P'o:</strong> ?</p><p><strong>Mage-King of vanished Iltkazar:</strong> See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty.</p><p><strong>Magic-User 8:</strong> See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Magic-User 8.</p><p><strong>Magically-Prepared Zombie:</strong> See Zombie Magically-Prepared Zombie.</p><p><strong>Magically-Prepared Zombie with Spells Upon Him:</strong> See Zombie Magically-Prepared Zombie with Spells Upon Him.</p><p><strong>Maiden Vampire:</strong> ?</p><p><strong>Man Armored:</strong> See Death Knight, Armored Man.</p><p><strong>Man With Chocolate-Colored Skin:</strong> See Vampire Nuban, Man With Chocolate-Colored Skin.</p><p><strong>Maquir Loft:</strong> See Wraith, Maquir Loft.</p><p><strong>Marantha:</strong> See Groaning Spirit, Marantha.</p><p><strong>Marcus Lithe:</strong> See Wraith, Marcus Lithe.</p><p><strong>Marine Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Masako:</strong> See Spectre, Masako.</p><p><strong>Master Ilmen:</strong> See Strahd Zombie, Master Ilmen.</p><p><strong>Master Tangle:</strong> See Wraith, Master Tangle.</p><p><strong>Matter Collected Undead Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Matter Undead Collected Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Maus, Emory:</strong> See Wight, Emory Maus.</p><p><strong>Melgaster:</strong> See Ghoul, Melgaster.</p><p><strong>Melvin:</strong> See Ghost, Melvin.</p><p><strong>Memedi Common:</strong> The category of frightening spirits can be very broad. Most unexplained phenomena that frighten a person are likely to be described as memedi, and many spirit creatures presented in Oriental Adventures may fit the category. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Memedi Common Djim:</strong> These are apparently the spirits of deceased priests. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Memedi Common Djrangkong:</strong> ?</p><p><strong>Memedi Common Panaspati:</strong> ?</p><p><strong>Memedi Common Setan Gundul:</strong> ?</p><p><strong>Memedi Common Uwil:</strong> Apparently the spirit of a dead sohei. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Memedi Common Wedon:</strong> ?</p><p><strong>Memedi Genndruwo:</strong> ?</p><p><strong>Mianns, Thellactin:</strong> See Spectre, Thellactin Mianns.</p><p><strong>Mictlantecuhtli:</strong> ?</p><p><strong>Mighty Dwarf Corpse of a, Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Millicent Hodgson:</strong> See Zombie, Millicent Hodgson.</p><p><strong>Mindless Undead:</strong> See Undead Mindless.</p><p><strong>Minor Death:</strong> ?</p><p><strong>Minor Lich:</strong> See Lich Minor.</p><p><strong>Minotaur Monster Zombie:</strong> See Zombie Monster Undead Minotaur.</p><p><strong>Miranda Langstry:</strong> See Groaning Spirit, Miranda Langstry.</p><p><strong>Mitsuro, Tanomitsu:</strong> See Spectre, Tanomitsu Mitsuro.</p><p><strong>Molly Grayswit:</strong> See Vampire, Molly Grayswit.</p><p><strong>Momsin Alenny:</strong> See Wight, Momsin Alenny.</p><p><strong>Mongoose Animal Mummy:</strong> See Mummy Animal Mongoose.</p><p><strong>Monster Skeleton:</strong> See Skeleton Monster.</p><p><strong>Monster Zombie:</strong> See Zombie Monster.</p><p><strong>Monstrosity Great Undead:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Monstrosity Undead:</strong> See Undead Monstrosity.</p><p><strong>Monstrosity Undead Great:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Morningmist, Jeremiah:</strong> See Vampire, Jeremiah Morningmist.</p><p><strong>Morningmist, Jonathan:</strong> See Vampire Greater, Jonathan Morningmist.</p><p><strong>Mouse Horde Headless:</strong> See Headless Mouse Horde.</p><p><strong>Mulo:</strong> See Vampire Mulo.</p><p><strong>Mummified Sacred Offspring of Chitza-Atlan:</strong> See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy.</p><p><strong>Mummy, Crypt Guardian:</strong> They retain a semblance of life due to their evil. (Monster Manual)</p><p>The preparers, usually priests, began the mummification process with a live victim, usually a warrior-one of their own people. Their spells kept the poor soul in his body after it died, while they removed and preserved his vital organs, then dried out and preserved his body. (Lords of Darkness)</p><p>Mummies do not exist of their own accord. Unlike life-draining undead, they do not give birth to their own kind out of the bodies of their victims. Mummies are created by men to act as tomb guardians. The process is similar to that required to create a skeleton or a zombie, but requires long preparation of the body, expensive and rare preservative spices and compounds, and a spell to bring them to “life.” For the mummy creation ritual to be successful, the mummy must be a living being (usually human) when the mummification process begins. The unspeakable horror and agony of the process (the body dies, but the soul and mind remain aware and trapped within) are responsible for the mummy's “unholy hatred of life.” (Lords of Darkness)</p><p>The mummification rituals draw upon power from the Negative Material Plane, replacing life energy with death energy. (Lords of Darkness)</p><p>The common mummy (as described in the MONSTER MANUAL), has been brought into being by the acts of others. (Lords of Darkness)</p><p>As part of the mummification process, the internal organs of the living victim are removed and preserved separately in three canopic jars, immersed in an elixir made from the bodies of larvae. These organ jars must remain within the tomb guarded by the mummy. (Lords of Darkness)</p><p>The greater mummy Hsssthak of the ancient reptilian creator race guards one such legacy-a pair of spells left to their lizard man descendants, spells which could allow that race to regain much of its lost power and prestige. (Lords of Darkness)</p><p>His tomb was discovered by ancestral elves who did not want the lizards to regain lost stature, but felt that the spells might have value in the future. Using the rituals found within the tomb, the elves mummified their own people to keep interlopers away from the ancient spells. (Lords of Darkness)</p><p>The Tome of Life Eternal. (Lords of Darkness)</p><p>The ancient elves who sought to prevent access to Hsssthak's tomb converted this outer tomb area into a trap, populated by mummy guardians of their making-their own people turned into horrendous undead guardians. (Lords of Darkness)</p><p>Inside this sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely visible between the wrappings covering the head. This 5,000 g.p. Gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. (Return to the Tomb of Horrors)</p><p>Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely-visible between the wrappings covering the head. This 5,000 g.p. gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. (S1 Tomb of Horrors (1e))</p><p>Contrary to popular belief, mummies are not usually the venerated dead found within Egyptian burial chambers. Instead, the mummy is typically some unfortunate warrior who, for some transgression, has been chosen to stand guard over the departed. (Dragon 126)</p><p>The means of creating a mummy are said to include a special form of the animate dead spell, along with an elixir made from a rare herb growing only in the wildest parts of deserts. (Dragon 126)</p><p><em>Mummy Production</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Mummy, Carl Ramm:</strong> ?</p><p><strong>Mummy, Ellen Stinworthy:</strong> ?</p><p><strong>Mummy Animal:</strong> Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium)</p><p><strong>Mummy Animal Baboon:</strong> ?</p><p><strong>Mummy Animal Beetle:</strong> ?</p><p><strong>Mummy Animal Cat:</strong> ?</p><p><strong>Mummy Animal Crocodile:</strong> ?</p><p><strong>Mummy Animal Jackal:</strong> ?</p><p><strong>Mummy Animal Mongoose:</strong> ?</p><p><strong>Mummy Animal Serpent:</strong> ?</p><p><strong>Mummy Centaur:</strong> See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy.</p><p><strong>Mummy Ethereal:</strong> ?</p><p><strong>Mummy Greater:</strong> The greater mummy, the undead remains of a man (or woman) who has chosen to be mummified. (Lords of Darkness)</p><p>The greater mummy is not just a more deadly version of the creature commonly known as a mummy, it is a mummy who has chosen to undergo the mummification process, in which the victim's body dies, but the soul does not. (Lords of Darkness)</p><p>“Anyway, we entered this dusty tomb and as we went deeper, there were more paintings, and mind you, if the other ones only made your stomach queasy, these were nightmare makers. Who could imagine someone choosing to become a mummy? Yet, these pictures showed just that. A man who willingly submitted to mummification and retained much of his power from life.” (Lords of Darkness)</p><p><strong>Mummy Greater, Hsssthak:</strong> Seers among the reptilian creator race felt that a time might come when the lizard folk would need help to reclaim their rightful place in the world. Hsssthak, once a noted sorcerer among his reptilian people, willingly allowed himself to be mummified in order to protect part of the heritage of his race – the ability to magically modify other creatures. (Lords of Darkness)</p><p><strong>Mummy Greater, Rethekan:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy:</strong> ?</p><p><strong>Mummy of the Sea:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Mummy Peat:</strong> ?</p><p><strong>Munafik:</strong> See Undead Magic-User 10, Munafik.</p><p><strong>Murasame, Ito:</strong> See Gaki Shikki-Gaki, Ito Murasame.</p><p><strong>Murder Victim, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Musical Spirit:</strong> Musical spirits are believed to be the spirits of bards or druids sent to the Prime Material Plane or who have remained on the Prime Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life. Both male and female (human, elven, and half-elven) musical spirits have been encountered in sylvan settings. (Dragon 119)</p><p><strong>Mysterious Creature Deadly:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Mysterious Deadly Creature:</strong> See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature.</p><p><strong>Nashram Sharboneth:</strong> See Ghost, General Nashram Sharboneth.</p><p><strong>Nasty Pissed Off Spirit:</strong> See Spirit Nasty Pissed Off.</p><p><strong>Nasty Spirit Pissed Off:</strong> See Spirit Nasty Pissed Off.</p><p><strong>Natterly Knutnor:</strong> See Ghoul Ghast, Natterly Knutnor.</p><p><strong>Nephil Lich:</strong> See Lich Nephil.</p><p><strong>Nerlax:</strong> See Vampire, Nerlax.</p><p><strong>Night Dragon:</strong> See Dracolich, Night Dragon.</p><p><strong>Nikkoleth, Shan:</strong> See Death Knight, Shan Nikkoleth.</p><p><strong>Nin-Chu-Ju-Gaki:</strong> See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit.</p><p><strong>Ningyo Vampire:</strong> ?</p><p><strong>Ninja Spirit Shadow:</strong> ?</p><p><strong>Nom, Pin Mo:</strong> See Spectre, Pin Mo Nom, The Headtaker.</p><p><strong>Nosferat:</strong> See Vampire Nosferat.</p><p><strong>Nuban Vampire:</strong> See Vampire Nuban.</p><p><strong>Ochimo, Spirit Warrior:</strong> The pirate base was abandoned during the Black Cycle of Years, amid rumors of mysterious disappearances and hauntings. It was at this time that the Dead Spirit King, his wisdom in the dark arts grown great, first created his Ochimo, or spirit warriors. The Ochimo were created from those pirates who ventured too close to his overgrown temple complex. (OA3 Ochimo The Spirit Warrior (1e))</p><p>If this Opawang did exist, then it may or may not have made itself servants, which men might call spirit warriors. (OA3 Ochimo The Spirit Warrior (1e))</p><p><strong>Ochimo Air:</strong> ?</p><p><strong>Ochimo Earth:</strong> ?</p><p><strong>Ochimo Fire:</strong> ?</p><p><strong>Ochimo Water:</strong> ?</p><p><strong>Ogre Monster Zombie:</strong> See Zombie Monster Undead Ogre.</p><p><strong>Ogre Wight:</strong> ?</p><p><strong>Old Bloody Bones:</strong> See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead.</p><p><strong>Old Man of Pursai:</strong> See Ghost, Old Man of Pursai.</p><p><strong>Old Yarus:</strong> See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus.</p><p><strong>Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Orc Skeleton:</strong> See Skeleton Orc.</p><p><strong>Orchonos, Vampiric Plantmen:</strong> ?</p><p><strong>Osterlaker, Kelman:</strong> See Spectre, Kelman Osterlaker.</p><p><strong>Otomo Tahiro:</strong> See Ghost Permanent Haunt, Otomo Tahiro.</p><p><strong>Owlbear Undead:</strong> See Undead Owlbear.</p><p><strong>P'o:</strong> See Lower Soul P'o.</p><p><strong>Panaspati:</strong> See Memedi Common Panaspati.</p><p><strong>Pandipolous, Krinos:</strong> See Wraith, Krinos Pandipolous.</p><p><strong>Patrina Velikovna:</strong> See Groaning Spirit, Patrina Velikovna.</p><p><strong>Patron Fallen, Lord Drago Shenza:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Peat Mummy:</strong> See Mummy Peat.</p><p><strong>Penanggalan:</strong> If a penanggalan kills a female victim, she will rise from the grave after three days as a penanggalan (not under the control of the original creature). If an attempt is made to raise her during that three-day period, her chances of surviving the system shock are half normal, and failure of that attempt means that no further attempt can possibly succeed - the process by which she becomes a penanggalan is then inexorable. (Fiend Folio)</p><p><strong>Penanggalan, Kitiara:</strong> ?</p><p><strong>Penelope Godefry:</strong> See Haunt, Penelope Godefry.</p><p><strong>Phantasm:</strong> ?</p><p><strong>Phantom, Vecna:</strong> ?</p><p><strong>Philosopher Spectral Minion:</strong> See Spectral Minion Philosopher.</p><p><strong>Phimister, Rugen:</strong> See Ghoul, Rugen Phimister.</p><p><strong>Phimister, Rugen:</strong> See Ghoul Ghast, Rugen Phimister.</p><p><strong>Pickman, Richard:</strong> See Ghoul, Richard Upton Pickman, King of the Ghouls.</p><p><strong>Pietro Kristofsky:</strong> See Revenant, Pietro Kristofsky, Prefect of Paladine.</p><p><strong>Pile of Refuse:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Pin Mo Nom:</strong> See Spectre, Pin Mo Nom, The Headtaker.</p><p><strong>Pirate Undead Zombie:</strong> See Zombie Undead Pirate.</p><p><strong>Pirate Zombie Undead:</strong> See Zombie Undead Pirate.</p><p><strong>Pissed Off Nasty Spirit:</strong> See Spirit Nasty Pissed Off.</p><p><strong>Pissed Off Spirit Nasty:</strong> See Spirit Nasty Pissed Off.</p><p><strong>Plumette, Aerial:</strong> See Ghost, Prince Aerial du Plumette.</p><p><strong>Poltergeist:</strong> Long ago, one of the wizard's young apprentices was fetching a book from an upper shelf when it slipped from his grasp and fell to the floor. His enraged master beat the boy mercilessly, causing his death. The lad's spirit now haunts this room in the form of a poltergeist. (Lords of Darkness)</p><p>The boy's angry spirit, now bound to the room in which he died, will toss a book at a random PC, causing the character to save vs. fear or flee the room if struck. (Lords of Darkness)</p><p>Merely a restless spirit. (Dragon 126)</p><p><strong>Poltergeist Greater:</strong> ?</p><p><strong>Pr'eta:</strong> See Lost Soul Pr'eta.</p><p><strong>Prefect of Paladine:</strong> See Revenant, Pietro Kristofsky, Prefect of Paladine.</p><p><strong>Priest Dwarven Zombie:</strong> See Zombie Dwarven Priest.</p><p><strong>Priest High Ancient Dwarven Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Priest High Dwarven Ancient Corpse of a:</strong> See Lich Minor, Corpse of an Ancient Dwarven High Priest.</p><p><strong>Priest Zombie Dwarven:</strong> See Zombie Dwarven Priest.</p><p><strong>Prince Aerial du Plumette:</strong> See Ghost, Prince Aerial du Plumette.</p><p><strong>Prince Alemander V:</strong> See Ghost, Prince Alemander V.</p><p><strong>Pseudo-Lich:</strong> See Lich Pseudo-Lich.</p><p><strong>Quick Zombie:</strong> See Zombie Quick.</p><p><strong>Quick Zombie:</strong> See Zombie Shadow Stuff, Quick Zombie, Wandering Dead.</p><p><strong>Rahz:</strong> See Lich 20, Rahz.</p><p><strong>Ralogorax:</strong> See Undead Paladin, Ralogorax, Sword of Tyr.</p><p><strong>Ramm, Carl:</strong> See Mummy, Carl Ramm.</p><p><strong>Rapper:</strong> A rapper is the undead form of an evil dwarven thief or assassin who died in an attempt to steal something. (Dragon 58)</p><p><strong>Rawhead, Tommy:</strong> See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead.</p><p><strong>Rawhead-and-Bloody-Bones:</strong> See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead.</p><p><strong>Refuse Pile of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Rethekan:</strong> See Mummy Greater, Rethekan.</p><p><strong>Returned Undead Knight:</strong> See Undead Knight Returned.</p><p><strong>Reumyo:</strong> See Ghost Daughter, Tortured Ghost, Lady Reumyo.</p><p><strong>Reveler Spectral Minion:</strong> See Spectral Minion Reveler.</p><p><strong>Revenant:</strong> Under exceptional circumstances, those who have died a violent death may return from beyond the grave to wreak vengeance on their killer - as a revenant. There are few who can make this journey - to do so, a dead character must have wisdom or intelligence greater than 16 and a constitution of 18: all their characteristics must sum to 90 or more: and if both these criteria are met, the chance of the character becoming a revenant after death is 5%. (Fiend Folio)</p><p>On rare occasions when a powerful human is slain, there is a slight chance (5%) that the slain person (through sheer willpower and anger) arises as a revenant to seek out and slay its killers. (Dragon 126)</p><p><strong>Revenant, Gamrad Longlimb:</strong> He has come to slay his killer. Dugal and Gamrad were old enemies, and a few months ago Dugal was forced to kill Gamrad in self-defense. Gamrad’s hatred and desire for vengeance enabled him to assume this undead state. (C4 To Find a King (1e))</p><p><strong>Revenant, Pietro Kristofsky, Prefect of Paladine:</strong> The creature is the revenant of Pietro Kristofsky, Prefect of Paladine. He has waited for over 300 years to get revenge on Lord Soth and his skeletal warriors for killing him. (DL16 World of Krynn (1e))</p><p><strong>Richard Upton Pickman:</strong> See Ghoul, Richard Upton Pickman, King of the Ghouls.</p><p><strong>Ronin Undead:</strong> See Undead Ronin.</p><p><strong>Royberno:</strong> See Skeleton Warrior, Tornum the Terrible, Royberno.</p><p><strong>Ruby Skeleton:</strong> See Skeleton Ruby.</p><p><strong>Ruelve:</strong> See Lich Arch-Lich, Ruelve.</p><p><strong>Rugen Phimister:</strong> See Ghoul, Rugen Phimister.</p><p><strong>Rugen Phimister:</strong> See Ghoul Ghast, Rugen Phimister.</p><p><strong>Rupture Skeleton:</strong> See Skeleton Rupture.</p><p><strong>Sacred Offspring of Chitza-Atlan Mummified:</strong> See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy.</p><p><strong>Sailor Undead:</strong> See Undead Sailor.</p><p><strong>Sakatha:</strong> See Vampire Vampiric Lizard King Magic-User 9, Sakatha.</p><p><strong>Salt-Zombie:</strong> See Zombie Salt-Zombie.</p><p><strong>Samantha:</strong> See Lesser Ghost, Lady Samantha.</p><p><strong>Samon:</strong> See Ghost, Samon.</p><p><strong>Samurai Dwarven Undead:</strong> See Undead Dwarven Samurai.</p><p><strong>Samurai Undead Dwarven:</strong> See Undead Dwarven Samurai.</p><p><strong>Sanai:</strong> See Ghost, Sanai.</p><p><strong>Sarcophogal Worm:</strong> See Worm Sarcophogal.</p><p><strong>Sasha Iviliskova:</strong> See Vampire, Sasha Iviliskova.</p><p><strong>Sea Bonze:</strong> ?</p><p><strong>Sea Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Searcher Spectral Minion:</strong> See Spectral Minion Searcher.</p><p><strong>Semi-Lich:</strong> See Lich Semi-Lich.</p><p><strong>Serpent Animal Mummy:</strong> See Mummy Animal Serpent.</p><p><strong>Setan Gundul:</strong> See Memedi Common Setan Gundul.</p><p><strong>Shadow:</strong> In addition to the 2-5 hit points of damage their chill touch causes, each hit also saps 1 point of the victim's strength. If a human opponent reaches 0 strength or hit points, the shadow drains his life force and he becomes a shadow. (Monster Manual)</p><p>Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. (Monster Manual)</p><p>Nabassu are able to bestow the stolen death from their death stealing upon anyone who fails to save vs. death magic, killing that individual instantly. The victim so slain becomes a shadow (unless he or she has already been subjected to death stealing) and is doomed to serve the nabassu whenever called. This doom can be avoided through exorcism of the corpse (with or without restoration of life.) (Monster Manual II)</p><p>Some persons who die are not yet ready to leave life. Others are murdered or killed under traumatic conditions. When that happens, the one who died may leave behind a shadow-that part of a spirit or soul that grasps greedily after life. It is usually tied to a place of emotional significance-the scene of its death, for instance. (Lords of Darkness)</p><p>If human characters are slain by the shadows, they become shadows. (Lords of Darkness)</p><p>The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e))</p><p>Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches.</p><p>The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e))</p><p>Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. (WG5: Mordenkainen's Fantastic Adventure (1e))</p><p>These shadows were originally followers of Kholum who were slain as thieves and reincarnated by their deity as shadows to guard their former guildmaster's tomb. Over the centuries, these shadows have been joined by the spirits of graverobbers, wanderers, and others who were trapped in the tomb, until a small army of these creatures lurks in the area. (Dungeon 1)</p><p>Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on. (Dungeon 215)</p><p>A shadow lurks in the room, a product of the Necrotic Pearl. (The Complete White Ship Campaign)</p><p>A shadow lurks here, one of the victims of the necrotic cloud. (The Complete White Ship Campaign)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p>Shadow Lanthorn magic item. (Unearthed Arcana (1e))</p><p>Nabassu Bestow Death power. (WG7 Castle Greyhawk (1e))</p><p>Shadow Strength Drain. (The Complete White Ship Campaign)</p><p><strong>Shadow Haunt:</strong> ?</p><p><strong>Shadow Increased HD:</strong> ?</p><p><strong>Shadow Slow:</strong> See Slow Shadow.</p><p><strong>Shadow Stuff Zombie:</strong> See Zombie Shadow Stuff.</p><p><strong>Shadowy Figure:</strong> See Zombie Brainless Enhanced, Shadowy Figure.</p><p><strong>Shan Nikkoleth:</strong> See Death Knight, Shan Nikkoleth.</p><p><strong>Sharboneth, Nashram:</strong> See Ghost, General Nashram Sharboneth.</p><p><strong>Sharon Teece:</strong> See Groaning Spirit, Sharon Teece</p><p><strong>Shenza, Drago:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Shenza, Karata:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Shikki-Gaki:</strong> See Gaki Shikki-Gaki.</p><p><strong>Shinen-Gaki:</strong> See Gaki Shinen-Gaki.</p><p><strong>Shingol Tann:</strong> See Wraith, Shingol Tann.</p><p><strong>Sheet Ghoul:</strong> A sheet ghoul is created when a sheet phantom kills a victim. (Fiend Folio)</p><p>If the victim of a sheet phantom's enveloping dies from suffocation (or as a result of damage inflicted, unwittingly, by his comrades), the sheet phantom merges with his body and the whole becomes a sheet ghoul. (Fiend Folio)</p><p>The sheet phantom's purpose in hiding is to envelop and possess a living being (thereafter known as a sheet ghoul). (Dragon 126)</p><p><strong>Sheet Phantom:</strong> There are sufficient similarities between this creature and the lurker above to lend credence to the speculation that the one is some kind of undead form of the other.</p><p>The sheet phantom is an odd form of undead thought by some to come about as a result of some particularly bizarre circumstance, the nature of which no two sages can agree upon. One popular theory is that it is the spirit of a magic-user who, while under a duo dimension spell, was slain by a ghoul. The idea of it being an undead form of a lurker above is not widely or seriously acknowledged. (Dragon 126)</p><p><strong>Shock Bones:</strong> See Skeleton Shock Bones.</p><p><strong>Shoon:</strong> See Demi-Lich Magic User 26, Shoon.</p><p><strong>Shoon:</strong> See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty.</p><p><strong>Shoosuva:</strong> Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas; their name means “returners” in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghu’s shamans. (Dragon 63)</p><p><strong>Sinoah:</strong> See Ghost Daughter, Lady Sinoah.</p><p><strong>Skeletal Steed Strahd:</strong> See Strahd Skeletal Steed.</p><p><strong>Skeletal Warrior:</strong> See Skeleton Warrior, Skeletal Warrior.</p><p><strong>Skeleton:</strong> Skeletons are magically animated, undead monsters. They are enchanted by a powerful magic-user or cleric of evil alignment. (Monster Manual)</p><p>When a skeleton is animated, the enchantment accomplishes two things. First, it knits the bones together magically, binding them with force drawn from the Negative Energy Plane. Almost all the bones have to be there-without mostly complete remains, the spell is almost impossible to hold together. (Lords of Darkness)</p><p>Second, the spell binds energy called the animus into the skeleton to animate it. That's not the same as the spirit or soul of the deceased. It is only a fragment of soul energy, the portion that helped keep the soul in the living body. In death, the animus lingers around the remains until they turn to dust. This is true no matter what the race of the creature whose bones are animated. (Lords of Darkness)</p><p>Village cemeteries in the area are being disturbed, not by grave robbers, but rather by the odd magical powers of Kendra, a madwoman with the ability to animate the skeletal dead. (Lords of Darkness)</p><p>Besides obeying their orders to the letter, they are the easiest type of undead to raise, and are relatively simple to create. (Lords of Darkness)</p><p>The robed fellow spoke up again. “Can a skeleton be raised if it's buried? Or does it have to be uncovered first?” (Lords of Darkness)</p><p>Tarif frowned as she replied. “No, skeletons can be raised right up out of the ground. When the magic knits their bones together, they're charged with Negative Plane energy. This unnatural force has an “unbinding” effect on Prime Material Plane matter, allowing the skeleton to push and scramble its way out of the ground like a worm through sand. Or push the stone plug out of a crypt. And so on. But that burst of energy fades after a minute or so, and then the skeleton is no more powerful than a healthy man or dwarf!” (Lords of Darkness)</p><p>After the appropriate spell is cast, it takes one round for a skeleton's animation to become complete. At the DM's discretion, certain spell variations may allow the skeleton to be raised from its grave. In such a case, one additional round is required for it to free itself if buried in the ground or sealed in a crypt. At the DM's discretion, this may take longer due to unusual circumstances. In certain situations, the undead cannot free itself at all (if, for instance, it is sealed behind a brick wall or buried beneath a landslide). (Lords of Darkness)</p><p>Kendra the Mad's ability to raise skeletons comes from an arcane grimoire and does not require normal spell-casting procedures to be effective. (Lords of Darkness)</p><p>Kendra was unbalanced to begin with. At the start of her apprenticeship they seemed simple eccentricities, tolerated by her master, the fell necromancer Daal Kamin: her fits of giggling, her odd fondness for things dead and decaying . . . One day she sneaked away with the black-bound tome of Garris Hominus, no true man, he, but a shadow creature skilled in the arts of necromancy and conjurings from beyond the grave. Most of what she read there was beyond her ability to grasp, but all of it burned terribly into her brain, and cursed her with night-haunted visions of corpses and worm-eaten bones. Bones with the clean, simple lines of death, uncomplicated by disorderly flesh and human needs. Bones that fascinated her with a growing compulsion, until she had no choice but to try a spell she had gleaned from the black volume. (Lords of Darkness)</p><p>The spell worked better than she could have imagined. The long-separated bones of the dead reformed with unnatural life, and pushed forth from their graves in every village for miles around. Her laughter rang out as she opened the gates to their clattering knock, and tears of amusement streamed down her face as the dead attacked the living, leaving only bones that reformed in their turn and swelled the ranks of her skeletons. Her minions. Even Daal Kasmin was startled from his sleep and died protesting that such magic was beyond her. (Lords of Darkness)</p><p>The power of that first terrible spell soon faded. Her mind was incapable of repeating such awesome magic. Laughing, muttering, and sometimes sobbing to herself, Kendra wandered away down the moonlit road, leaving a stronghold of dead men and bones behind her. (Lords of Darkness)</p><p>Yet the magic lingers around her. Kendra is drawn to graveyards and tombs, and when she walks past, the bones of the dead knit together once more and follow her on her nighttime expeditions. She is unthinking, and the skeletons which follow her are uncontrolled. She has no bidding for them save her unspoken wish to see the clean lines of death so nicely represented in skeletal form. (Lords of Darkness)</p><p>And the skeletons obey. (Lords of Darkness)</p><p>At least once a month, during the new moon, Kendra is drawn to a graveyard or other place where skeletons may be found. At that time, she sings and mutters to herself, undoubtedly repeating portions of the original spell. Soon 2d6 skeletons rise from the ground and join her for her midnight ramble. (Lords of Darkness)</p><p>Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e))</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e))</p><p>Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. (Forgotten Realms Campaign Set (1e))</p><p>Shamans of Yurtrus may animate dead to create skeletons and zombies. (FR5 The Savage Frontier (1e))</p><p>In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. (FR5 The Savage Frontier (1e))</p><p>Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. (FR6 Dreams of the Red Wizards)</p><p>These are the remains of adventurers who cursed the gods that put them here and were in turn cursed to become wandering skeletons in Phoenix. (I3-5 Desert of Desolation (1e))</p><p>The changing rooms may contain skeletons, created from the remains of dead adventurers who cursed the gods that put them here; they were, in tum cursed, to wander Phoenix for eternity, or until they are laid to rest. (I3-5 Desert of Desolation (1e))</p><p>Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e))</p><p>Talisman of the Restless Dead magic item. (OA3 Ochimo The Spirit Warrior (1e))</p><p>Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42)</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42)</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42)</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42)</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42)</p><p>Not all such burials need be of human bodies! (Dragon 42)</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42)</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42)</p><p>A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse. (Dragon 42)</p><p>In the AD&D game, skeletons are magically animated by clerics or magic-users. (Dragon 138)</p><p>The corpse used for the animate dead spell has been buried for so long that only bones remain (or perhaps all flesh is destroyed in the process of animation, leaving only bones). (Dragon 138)</p><p>The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221)</p><p><em>Animate Dead</em> spell. (Players Handbook (1e))</p><p><em>Animate Dead</em> spell. (Dungeon Master's Guide (1e))</p><p><em>Animate Dead</em> spell. (Oriental Adventures (1e))</p><p><em>Animate Skeletons</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Skeleton Animal Skeleton:</strong> Animal skeletons are created from small vertebrates via the spell animate dead, which produces 1 skeleton per level of the casting cleric or magic-user. Animals smaller than squirrels or larger than hyenas cannot become animated skeletons. (Dragon 66)</p><p><strong>Skeleton Animated:</strong> See Skeleton 'Enhanced', Animated Skeleton.</p><p><strong>Skeleton Animated Giant Skeleton:</strong> ?</p><p><strong>Skeleton Animated Skeleton of a Giant:</strong> ?</p><p><strong>Skeleton Ankylosaurus:</strong> One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl. (The Complete White Ship Campaign)</p><p><strong>Skeleton Ankylosaurus, Greater Dinosaur Skeleton:</strong> ?</p><p><strong>Skeleton Apatosaurus:</strong> The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It is said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense. (FR5 The Savage Frontier (1e))</p><p>During Runemeet, the combined power of the shamans can cause the bones to come together as an apatosaurus skeleton. (FR5 The Savage Frontier (1e))</p><p><strong>Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead:</strong> Bloody bones are the undead, animated corpses of evil criminals cursed to continue their horrid trade long after they should have died. (Dragon 138)</p><p><strong>Skeleton Cleric 1, Bones:</strong> ?</p><p><strong>Skeleton Deinonythus Dinosaur:</strong> ?</p><p><strong>Skeleton Dinosaur Deinonythus:</strong> See Skeleton Deinonythus Dinosaur.</p><p><strong>Skeleton Dinosaur Greater:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Skeleton Dry Bones:</strong> ?</p><p><strong>Skeleton Dwarf:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e))</p><p><strong>Skeleton 'Enhanced', Animated Skeleton:</strong> ?</p><p><strong>Skeleton Fire Giant:</strong> <em>Animate Dead</em> spell. (Dungeon Master's Guide (1e))</p><p><strong>Skeleton Fungi-Encrusted Intelligent Skeleton:</strong> ?</p><p><strong>Skeleton Gem Eyes:</strong> Gem eyes are special undead creatures created by powerful magic-users. Each skeleton has a pair of glowing gems for eyes, and each pair of gems holds one magical spell. The power of the eyes is linked to the “unlife” of the creature. Hence, the magical power leaves the gems when the skeleton is reduced to zero or less hit points. (Dragon 138)</p><p>The magic-users who create gem eyes take special care to make the skeletal life force stronger than normal (hence the 4 + 2 hit dice). The magic-user must be at least 11th level. Instead of animating 11 skeletons with an animate dead spell, the magic-user animates one gem-eyes skeleton with more hit dice. Theoretically, any magical spell could be put into the eyes (using enchant an item or permanency), but two factors limit the gems. Magical power. The spells used in the gems are normally fourth level or lower; and spells tied to the “natural” power of the gem types are easier to make permanent. (Dragon 138)</p><p><strong>Skeleton Goblin:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e))</p><p><strong>Skeleton Greater:</strong> ?</p><p><strong>Skeleton Greater, Corpse of a Mighty Dwarf, Olrik:</strong> On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor. (The Complete White Ship Campaign)</p><p>This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power. (The Complete White Ship Campaign)</p><p><strong>Skeleton Greater, Olrik:</strong> See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik.</p><p><strong>Skeleton Greater Dinosaur:</strong> See Skeleton Ankylosaurus, Greater Dinosaur Skeleton.</p><p><strong>Skeleton Human:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e))</p><p><strong>Skeleton Intelligent Unturnable Skeleton:</strong> ?</p><p><strong>Skeleton Monster:</strong> <em>Animate Dead Monsters</em> spell. (Unearthed Arcana (1e))</p><p><strong>Skeleton Orc:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e))</p><p><strong>Skeleton Ruby:</strong> Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium)</p><p><strong>Skeleton Rupture:</strong> Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium)</p><p><strong>Skeleton Shock Bones:</strong> Shock bones are skeletons animated by both magic and electricity. (Dragon 138)</p><p><strong>Skeleton Skleros:</strong> Skleros are skeletons made from the corpses of highly trained warriors (fighters of 4th level or better) that still magically retain some of their past fighting skills. (Dragon 138)</p><p>(Dragon 138)</p><p><strong>Skeleton Stone:</strong> Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium)</p><p><strong>Spirit Flailing:</strong> A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium)</p><p><strong>Spirit Angry Very:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Spirit Nasty Pissed Off, The Dead, Very Angry Spirit:</strong> Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception. (The Folio #4 [1E & 5E Format] ROS4)</p><p><strong>Spirit Nasty Pissed Off, The Dead, Very Angry Spirit, Fighter 8:</strong> ?</p><p><strong>Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Cleric 8:</strong> ?</p><p><strong>Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Magic-User 8:</strong> ?</p><p><strong>Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Thief 8:</strong> ?</p><p><strong>Spirit Pissed Off Nasty:</strong> See Spirit Nasty Pissed Off.</p><p><strong>Spirit Very Angry:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Splin:</strong> See Buso Tigbanua, Splin.</p><p><strong>Stone Skeleton:</strong> See Skeleton Stone.</p><p><strong>Skeleton Strahd:</strong> See Strahd Skeleton.</p><p><strong>Skeleton Tyrannosaurus:</strong> ?</p><p><strong>Skeleton Warrior, Skeletal Warrior:</strong> It is said that the skeleton warriors were forced into their lich-like state ages ago by a powerful and evil demigod who trapped each of their souls in a golden circlet. (Fiend Folio)</p><p>While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e))</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e))</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e))</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e))</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e))</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e))</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e))</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e))</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e))</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e))</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e))</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e))</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e))</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves.</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e))</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e))</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e))</p><p>In most cases, skeleton warriors were powerful fighters or cavaliers (possibly paladins) who were seduced to the path of evil. Some claim Orcus or Demogorgon originally bound these warriors to be servants to the 12 death knights. Others claim that even today, powerful wizard/priests may learn the sorcerous methods of creating such monsters. (Dragon 126)</p><p>His Knights, blind in their obedience to his will, remain with him still as skeleton warriors. (Dragonlance Adventures)</p><p><strong>Skeleton Warrior, Tornum the Terrible, Royberno:</strong> ?</p><p><strong>Skelter:</strong> The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user. (L1 The Secret of Bone Hill)</p><p><strong>Skleros:</strong> See Skeleton Skleros.</p><p><strong>Slow Shadow:</strong> Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. (WG5: Mordenkainen's Fantastic Adventure (1e))</p><p>Those killed by slow shadows are transformed into slow shadows, but these usually remain within 40 ft. of where they were killed. This, of course, suggests that wandering slow shadows are created, or summoned, and those that stay within one area are past victims. (WG5: Mordenkainen's Fantastic Adventure (1e))</p><p><strong>Solamnic Death Knight:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Sons of Kyuss:</strong> Kyuss was an evil high priest, creating the first of these creatures under instruction from an evil deity. (Fiend Folio)</p><p>If the worm from a son of Kyuss reaches the brain, the victim becomes a son of Kyuss, the process of putrefaction setting in without further delay. (Fiend Folio)</p><p>The origin of these horrid creatures dates back to an evil high priest named Kyuss. Originally meant as temple guardians, the “Sons” have, after the passing of Kyuss, continued to be fashioned by certain priests of the Egyptian deity Set, and may be found on many worlds where such worship exists. (Dragon 126)</p><p><strong>Soth, Lord Loren:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>Spectral Minion:</strong> Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Like ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows, or quests. (DL8 Dragons of War (1e))</p><p>Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. (Dragonlance Adventures)</p><p>Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death. (I5 Lost Tomb of Martek (1e))</p><p>They are long-dead Thune Dervishes who were caught half-way across the glass sea when dawn came. They are on the Skysea to search for a new god to worship and are cursed to stay here by the god they worshipped before. (I5 Lost Tomb of Martek (1e))</p><p><strong>Spectral Minion, Death Watch:</strong> ?</p><p><strong>Spectral Minion, Lancer of Death:</strong> ?</p><p><strong>Spectral Minion Berserker:</strong> Some agents of evil in the tower were driven into a berserking frenzy when the Cataclysm came upon the world. Though quested to find the Khas game pieces, they have rebelled against the task and have no hope of ever being freed from their charge. (DL8 Dragons of War (1e))</p><p>Some agents of evil are driven into a berserking frenzy when they become minions. This happened in many cases during the Cataclysm. These beings have rebelled against their quests and have no hope of ever being freed from their charges. (Dragonlance Adventures)</p><p><strong>Spectral Minion Guardian:</strong> These minions were quested, at the death of Yarus, to guard the ways of the Khas pieces. (DL8 Dragons of War (1e))</p><p>These minions were quested to guard some passage or object. (Dragonlance Adventures)</p><p><strong>Spectral Minion Philosopher:</strong> Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. (DL8 Dragons of War (1e))</p><p><strong>Spectral Minion Reveler:</strong> Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. (DL8 Dragons of War (1e))</p><p>These minions revel through the halls and places to which they are tied. They are often found dancing madly or laughing in groups while drinking spectral ale. They dine gluttonously and play parlor games. Their frolicking has a dangerous, hypnotic effect on mortals who see them . Often adventurers are drawn into these revels. These unfortunate mortals dance uncontrollably, losing Strength and will power, and become spectral minions unless someone rescues them. (Dragonlance Adventures)</p><p><strong>Spectral Minion Searcher:</strong> These armed (broadswords) minions of evil stalk the halls of the tower, forever searching for the Khas game pieces. (DL8 Dragons of War (1e))</p><p>These armed minions of evil stalk their haunts, forever searching to fulfill their quests. (Dragonlance Adventures)</p><p><strong>Spectral Minion Warrior:</strong> Both good and evil warrior minions wander the tower. They fight a battle with each other every day, neither side gaining an advantage, both sides grimly determined to win. (DL8 Dragons of War (1e))</p><p>These groups of minions are the spirits of mortals who were locked in mortal combat at the time of death. (Dragonlance Adventures)</p><p><strong>Spectre:</strong> After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). (Monster Manual)</p><p>Only humans can become spectres. Other races drained of life by a spectre simply die. (Lords of Darkness)</p><p>This can also occur spontaneously when an evil or hateful NPC of Lawful Evil alignment dies. If that NPC has sufficient motivation (in the DM's judgment), he may return to haunt the living as an undead spectre. The NPC should make a saving throw vs. death magic. If successful, he becomes a spectre. (Lords of Darkness)</p><p>Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e))</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e))</p><p>Mordel and his assistant had opened one of the crypts (the one marked “F” on the map), and had taken various unpleasant substances from within. Mordel’s activities around the cemetery have disquieted some of the dead, and the occupant of this crypt is no exception. In life, he was a lawful evil assassin who entered the city disguised as a visiting cleric of Pholtus. While in Wintershiven, he died in a tragic accident and was interred-ironically enough-with great honor. His spirit was already troubled over his body being buried with people so antithetic to his alignment; now this last desecration proved to be the last straw. Ten rounds after the combat with Mordel begins, the occupant rises as a spectre. (WG8 Fate of Istus (1e/2e))</p><p>Those who die from the blautsauger without eating the earth from its grave become spectres. (Dragon 25)</p><p>Spectres are the cursed souls of those who ruthlessly oppressed their fellow men during their lifetime (the character of Jacob Marly from A Christmas Carol provides a good example). Bound to wander the land they ruled, particularly its most desolate and isolated regions, spectres hate the living for the torment of unrest they endure. A fair number of spectres were very powerful and feared as political figures in life, particularly tyrants who were fighters, thieves, or assassins. (Dragon 126)</p><p>When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres. (Dungeon 215)</p><p><em>Spectre Production</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><strong>Spectre, Endorovitch the Terrible:</strong> This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never did get over his guilt and, in his madness, killed many in his lifetime. (I6 Ravenloft)</p><p><strong>Spectre, Habrauk Al-Nirin:</strong> ?</p><p><strong>Spectre, Kelman Osterlaker:</strong> ?</p><p><strong>Spectre, Lightmal the Dark:</strong> ?</p><p><strong>Spectre, Masako:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness)</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness)</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness)</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within.</p><p>Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness)</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness)</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness)</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness)</p><p><strong>Spectre, Pin Mo Nom, The Headtaker:</strong> ?</p><p><strong>Spectre, Tanomitsu Isui:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness)</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness)</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness)</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. (Lords of Darkness)</p><p>Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness)</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness)</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness)</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness)</p><p><strong>Spectre, Tanomitsu Mitsuro:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness)</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro's aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness)</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness)</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness)</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness)</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness)</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness)</p><p><strong>Spectre, Thellactin Mianns:</strong> ?</p><p><strong>Spectre, Yettergun Folie:</strong> ?</p><p><strong>Spectre Bushi:</strong> Ignoring the other bushi, whose advance has slowed, the spirit grapples with the man it had cornered. He, too, cries out and collapses to the walkway – but the spirit maintains its grip. In a moment, a transparent ghost-like form rises from the bushi's body and follows the first spirit down the battlement stairs and into the courtyard. (Lords of Darkness)</p><p><strong>Spectre Crawling:</strong> ?</p><p><strong>Spectre Dust:</strong> See Dust Specter, Dust Spectre.</p><p><strong>Spectre Half-Strength Spectre:</strong> Any human totally drained of life energy by a spectre becomes a half-strength spectre under the control of the spectre which drained him. (Monster Manual)</p><p>Any human drained completely of life energy by a spectre becomes a half-strength spectre under its control. Any human victim completely drained of life becomes a half-strength spectre under command of the one that slew it. (Lords of Darkness)</p><p>When a person is drained of life by a spectre, his body does not vanish into thin air. Rather, the corpse remains, the soul leaves, and the negative part of the being that is jealous and hateful of life takes form as a spectre. Only humans can become spectres. Other races drained of life by a spectre simply die. (Lords of Darkness)</p><p>This was a normal spectral existence as long as the castle was in ruins. But since it has been rebuilt by the Yamashita, the spectres' anger is stirred. Not only is their resting place disturbed, but it is now inhabited by their enemies. Mitsuro, the most powerful of the three, wants to destroy the Yamashita that inhabit “his” castle. He and his spectral companions are draining the castle residents of life one by one, converting them to spectres under Tanomitsu control. (Lords of Darkness)</p><p>PCs slain by these half-strength spectre's become half-strength spectres also under the control of Tanomitsu Mitsuro. (Lords of Darkness)</p><p><strong>Spectre Handmaiden, Ninoye:</strong> “So sorry, Lord . . .” he gasps, “. . . your wife's handmaiden, taken by a spirit as she served dinner . . .” (Lords of Darkness)</p><p><strong>Spellseer, Kartak:</strong> See Lich Magic User 31, Kartak Spellseer.</p><p><strong>Spirit:</strong> ?</p><p><strong>Spirit, Yushi:</strong> ?</p><p><strong>Spirit Flying:</strong> See Flying Spirit.</p><p><strong>Spirit Helpful:</strong> See Helpful Spirit.</p><p><strong>Spirit Hengeyokai Mantis Monk 6:</strong> ?</p><p><strong>Spirit of the Dead:</strong> The spirits of the dead are descended from those who lived evil or unfulfilled existences when they were alive. For this, they have been judged by the Lords of Karma to eternally walk the Earth as spirits, forever in torment. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Spirit Samurai:</strong> ?</p><p><strong>Spirit Starving:</strong> See Gaki Nin-Chu-Ju-Gaki, Starving Spirit.</p><p><strong>Spirit Warrior:</strong> See Ochimo, Spirit Warrior.</p><p><strong>Spirit-Ghoul:</strong> See Ghoul Spirit Ghoul.</p><p><strong>St. Kargoth, King of the Death Knights:</strong> See Death Knight, St. Kargoth, King of the Death Knights.</p><p><strong>Stan:</strong> See Death Knight, Stan.</p><p><strong>Standard Zombie:</strong> See Zombie, Standard Zombie.</p><p><strong>Starving Spirit:</strong> See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit.</p><p><strong>Stinworthy, Ellen:</strong> See Mummy, Ellen Stinworthy.</p><p><strong>Strahd Skeletal Steed:</strong> These are skeletal war horses that the creature has animated. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Strahd Skeleton:</strong> These skeletons have been animated by the Creature. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Strahd von Zarovich:</strong> See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr.</p><p><strong>Strahd Von Zarovich:</strong> See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd.</p><p><strong>Strahd Zombie:</strong> They were called into being through a dark magic, now forgotten even by Strahd himself. Strahd zombies were created from the long-dead guards of Castle Ravenloft. (I6 Ravenloft)</p><p>These zombies are the creations of the Creature Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Strahd Zombie, Master Ilmen:</strong> ?</p><p><strong>Striga:</strong> A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium)</p><p><em>Create Striga</em> spell. (CC1 Creature Compendium)</p><p><strong>Sundel Bolong:</strong> ?</p><p><strong>Supernatural Phenomena:</strong> See Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena.</p><p><strong>Suradel the Scholar:</strong> See Vampire, Suradel the Scholar.</p><p><strong>Sword of Tyr:</strong> See Undead Paladin, Ralogorax, Sword of Tyr.</p><p><strong>Szass Tam:</strong> See Lich Magic-User 24, Zulkir Szass Tam.</p><p><strong>Tagamaling Buso:</strong> See Buso Tagamaling.</p><p><strong>Tahiro, Otomo:</strong> See Ghost Permanent Haunt, Otomo Tahiro.</p><p><strong>Tam, Szass:</strong> See Lich Magic-User 24, Zulkir Szass Tam.</p><p><strong>Tangle:</strong> See Wraith, Master Tangle.</p><p><strong>Tann, Shingol:</strong> See Wraith, Shingol Tann.</p><p><strong>Tanomitsu Isui:</strong> See Spectre, Tanomitsu Isui.</p><p><strong>Tanomitsu Mitsuro:</strong> See Spectre, Tanomitsu Mitsuro.</p><p><strong>Teece, Sharon:</strong> See Groaning Spirit, Sharon Teece</p><p><strong>Tepes, Vlad:</strong> See Vampire, Dracula, Vlad Tepes.</p><p><strong>Tharuighagh:</strong> See Lich, Tharuighagh.</p><p><strong>The Black Rose Knight:</strong> See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight.</p><p><strong>The Creature:</strong> See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd.</p><p><strong>The Dead:</strong> See Undead, The Dead.</p><p><strong>The Dead:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>The Dead:</strong> See Zombie, The Dead.</p><p><strong>The First Vampyr:</strong> See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr.</p><p><strong>The Headtaker:</strong> See Spectre, Pin Mo Nom, The Headtaker.</p><p><strong>The Horn of the Dawn:</strong> See Undead Knight Returned, Virkhus, The Horn of the Dawn.</p><p><strong>Thellactin Mianns:</strong> See Spectre, Thellactin Mianns.</p><p><strong>Thief 8:</strong> See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Thief 8.</p><p><strong>Thims, Wren:</strong> See Wraith, Wren Thims.</p><p><strong>Thinn Balder:</strong> See Zombie, Thinn Balder.</p><p><strong>Tigbanua Buso:</strong> See Buso Tigbanua.</p><p><strong>Tl'a'ikith:</strong> ?</p><p><strong>Tloques-Popolokas:</strong> See Vampire, Tloques-Popolokas.</p><p><strong>Tolenkov, Vlad:</strong> See Vampire Magic User 15, Vlad Tolenkov.</p><p><strong>Tommy Rawhead:</strong> See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead.</p><p><strong>Toragi:</strong> See Kuei, Lord Toragi.</p><p><strong>Tornum the Terrible:</strong> See Skeleton Warrior, Tornum the Terrible, Royberno.</p><p><strong>Tortured Ghost, Lady Reumyo:</strong> See Ghost Daughter, Tortured Ghost, Lady Reumyo.</p><p><strong>Tower Botanist Ghost of the:</strong> See Groaning Spirit, Ghost of the Tower Botanist.</p><p><strong>Two-Headed Giant With Rotting Flesh:</strong> See Undead Ettin, Two-Headed Giant With Rotting Flesh.</p><p><strong>Two-Headed Lich:</strong> See Lich Two-Headed Lich.</p><p><strong>Tyerkow:</strong> ?</p><p><strong>Tyrannosaurus Skeleton:</strong> See Skeleton Tyrannosaurus.</p><p><strong>Undead Boar:</strong> ?</p><p><strong>Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus:</strong> Yarus, Lord High Cleric of the Knights of Solamnia was the most powerful man in Solamnia. He sat atop his great tower, built in the Westgate Pass south of Palanthus, and watched the world pass. (DL8 Dragons of War (1e))</p><p>Yarus came from a very old line of Solamnic Clerics. His forefathers had been of the Order of the Crown since the days of Vinas Solamnus. (DL8 Dragons of War (1e))</p><p>Yarus was not concerned for the power of his position but for the good works he could perform while there. Ever and always was he an opponent of evil. Thus it might seem strange that he befriended his greatest enemy. (DL8 Dragons of War (1e))</p><p>Kurnos was the greatest tyrant remaining during the Age of Might. Himself a prisoner of Yarus, he was treated more like a guest than someone taken in battle. (DL8 Dragons of War (1e))</p><p>Both men found their greatest diversion in games of Khas. They would amuse themselves for hours on end, playing games that would last for weeks. So even were they in their final game that it continued for over four months with neither gaining the advantage. They were playing when the Cataclysm came.</p><p>A great pillar in the Hall of Yarus fell as they played. It struck Yarus from behind, knocking him from his chair. The pillar crushed his body and pinned one of his hands at his side. Thus did Yarus find himself powerless and dying. (DL8 Dragons of War (1e))</p><p>Kurnos, sitting placidly in his chair despite the destruction that raged outside, looked silently for a moment at Yarus, then smiled. Slowly rising to his feet, the evil bishop reached out with both arms and swept the pieces to his side of the board. “Your men are mine, I have won!” (DL8 Dragons of War (1e))</p><p>With his free hand, Yarus gestured once and all his Khas pieces disappeared from the board. With this last mortal gesture, Yarus died. Yet as the fire burned in Kurnos’s eyes, the voice of Yarus filled the domed hall. “I will return to finish our game, friend Kurnos, when the 33rd piece is come.” (DL8 Dragons of War (1e))</p><p><strong>Undead Collected Matter Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Undead Crewman:</strong> See Zombie Greater Crewman, Undead Crewman.</p><p><strong>Undead Cyclops Greater:</strong> ?</p><p><strong>Undead Cyclops Greater, Giant Undead Cyclops, Great Cyclops:</strong> ?</p><p><strong>Undead Dwarven Samurai, Captain Fu:</strong> ?</p><p><strong>Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza:</strong> He has been turned into an undead by Molo, his soul malformed and corrupted. (The Complete White Ship Campaign)</p><p><strong>Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Undead Dwarven Samurai, Lord Drago Shenza:</strong> See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza.</p><p><strong>Undead Dwarven Samurai, Lord Karata Shenza:</strong> Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead.</p><p><strong>Undead Ettin, Two-Headed Giant With Rotting Flesh:</strong> ?</p><p><strong>Undead Great Monstrosity:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Undead Greater:</strong> See Greater Undead.</p><p><strong>Undead Greater Cyclops:</strong> See Undead Cyclops Greater.</p><p><strong>Undead Guard Jack:</strong> See Undead Jack Guard.</p><p><strong>Undead Guard Large:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Undead Horrific, Lord Karata Shenza:</strong> See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza.</p><p><strong>Undead Horse:</strong> ?</p><p><strong>Undead Intelligent:</strong> ?</p><p><strong>Undead Jack Guard:</strong> ?</p><p><strong>Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter:</strong> ?</p><p><strong>Undead Jack Guard, Large Undead Guard, Elite Jack Guard:</strong> ?</p><p><strong>Undead Knight Returned, Virkhus, The Horn of the Dawn:</strong> ?</p><p><strong>Undead Large Guard:</strong> See Undead Jack Guard, Large Undead Guard, Elite Jack Guard.</p><p><strong>Undead Lesser:</strong> When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e))</p><p><strong>Undead Magic-User 10, Munafik:</strong> Munafik read old and wicked books to prolong his life, but the books turned him undead. (I3-5 Desert of Desolation (1e))</p><p>Great Munafik/the priest most high. (I3 Pharoah (1e))</p><p>Munafik, priest was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age.</p><p>Munafik searched too, for life eternal and some say that he sought to rob the pharaohs of their right to that life. (I3 Pharoah (1e))</p><p>But through his study of all the Books of secret lore he only sought to serve. (I3 Pharoah (1e))</p><p>In truth Munafik’s search was rewarded for the books showed him the way of life eternal here. (I3 Pharoah (1e))</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. (I3 Pharoah (1e))</p><p><strong>Undead Matter Collected Conflagration of:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Undead Mindless:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse:</strong> ?</p><p><strong>Undead Monstrosity Great:</strong> See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse.</p><p><strong>Undead Mount:</strong> <em>Undead Mount</em> spell. (Lords of Darkness)</p><p><strong>Undead Owlbear:</strong> ?</p><p><strong>Undead Paladin, Ralogorax, Sword of Tyr:</strong> ?</p><p><strong>Undead Pirate Zombie:</strong> See Zombie Undead Pirate.</p><p><strong>Undead Ronin:</strong> The world grows hazy for a moment, as if you had slipped into a meditative trance. You see the image of a great black cat, a leopard, bound with a huge chain made up of links similar to the figure in your hand. A mighty warrior smashes those links, setting the creature free of its oppressors. Much of the chain is recovered and taken elsewhere, but this one piece is taken by another and moved to a shrine in the Joi Chang Peninsula. (OA5 Mad Monkey vs the Dragon Claw (1e))</p><p>A group of Kozakuran ronin, fallen from their once-noble standards, raid the shrine and slay all the priests but one, demanding to know the magic of the ivory piece. The old man only states that “a chain is made up of all its links.” Puzzled, the ronin and his friends slay the last priest and take the ivory. With his last words, the priest utters an ancient curse on the ronin. (OA5 Mad Monkey vs the Dragon Claw (1e))</p><p>Now the ronin are arguing. The one with the ivory piece is slain by a blow to the head, and stumbles back into a well. As he falls, the other former samurai draw their weapons and attack each other. (OA5 Mad Monkey vs the Dragon Claw (1e))</p><p>The ancient curse was for the four ronin to become eternal guardians of the fragment of chain. (OA5 Mad Monkey vs the Dragon Claw (1e))</p><p><strong>Undead Sailor:</strong> ?</p><p><strong>Undead Samurai Dwarven:</strong> See Undead Dwarven Samurai.</p><p><strong>Undead Warrior:</strong> Ancient undead warriors are accidentally raised from their graves by a group of rice farmers extending an irrigation canal near the village of Gawat. Coming out of an extensive unmarked sepulcher the monsters attack and kill six of the diggers. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Undead Wolverine:</strong> ?</p><p><strong>Undead Zombie Pirate:</strong> See Zombie Undead Pirate.</p><p><strong>Uwil:</strong> See Memedi Common Uwil.</p><p><strong>Vampire:</strong> Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. (Monster Manual)</p><p>Curse on Sakatha's spell book. (I2 Tomb of the Lizard King)</p><p>These are old, hapless victims of the Count. (I6 Ravenloft)</p><p>Anyone totally drained by a vampire becomes a vampire in one day. (Monster Cards Set 4)</p><p>One must also consider the question of origin. If people can only become vampires through the bite of a vampire, where did the first one come from? According to the legends, the means can range from a simple death-bed curse and excommunication, through ancestry (e.g. one type was to be an Albanian of Turkish origin, another was to have red hair), through witchcraft, to violent death. The latter one is the easiest method for D&D. Hence, any body left unguarded without a Bless spell from a cleric will become a vampire within seven days. (Dragon 25)</p><p>A Vampire can have its minions buy a figure it has killed so that human can rise as a Vampire on the next night. Note that humanoids and demihumans can NOT become vampires. (Dragon 30)</p><p>Inadvertent creation of a Vampire is possible in either case if a body killed by a Vampire is buried and subsequently the body is dug up (assuming that the burying of the Vampire’s kill does not properly prevent the body from rising again as a Vampire). (Dragon 30)</p><p>This brings up the point of how a body can be properly “disposed of” after being killed by a Vampire or a “lesser” Vampire. This process should be a simple one and accomplishable in a few ways: 1. The body and head can be separated; 2. The body can be burned; 3. The body can be disposed of just as a Vampire would be disposed of; or 4. The body is drained of blood and either a Bless, Prayer, Chant or Exorcism is said over the corpse. Other reasonable means can be ruled on by the DM. (Dragon 30)</p><p>The next big area of argument comes over what type of monster results when a Vampire kills a human, the human is buried, and then is unearthed the next night (or later). How the figure is killed is one major bone of contention: Does the figure die due to damage or due to being drained to zero level? If the figure dies due to damage (not all necessarily from the Vampire), then the figure can retain abilities from his/her former profession. If a 12th-level Wizard, for example, is wounded by some form of attack and is then touched by a Vampire such that he becomes a Necromancer but is also killed due to damage of the Vampire’s touch, the resultant monster will be a “lesser” Vampire who is also a Necromancer! (Dragon 30)</p><p>If the figure dies by full draining, then all former profession abilities and levels are lost — the figure is a vampire, nothing more. (Dragon 30)</p><p>Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42)</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42)</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42)</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42)</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42)</p><p>Not all such burials need be of human bodies! (Dragon 42)</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42)</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42)</p><p>If so desired, a vampire can transform its victims into vampires, thus spreading the curse of the undead. Only a select few of the victims become vampires; most victims merely die as a result of being drained by the bite of a vampire. (Dragon 126)</p><p>In Slavic folklore, the vampire and the werewolf are closely related. In fact, the surest way to become a vampire after death is to have been a werewolf in life. Another way to become a vampire is to eat the flesh of an animal that has been killed by a wolf (especially a werewolf in wolf form). The idea is that the wolf's bite has spread the contagion. (Dragon 126)</p><p>The actual origins of vampires are lost in time, though they are among the greatest and most evil servants of Orcus. (Dragon 126)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><em>Vampire Production</em> spell. (Dragon 76)</p><p><strong>Vampire, Angelique:</strong> ?</p><p><strong>Vampire, Arlie Esterbridge:</strong> ?</p><p><strong>Vampire, Charity Bliss:</strong> ?</p><p><strong>Vampire, Ctenmir:</strong> ?</p><p><strong>Vampire, Dracula, Vlad Tepes:</strong> Dracula is assumed to have been reborn as a true vampire after his death. (Dragon 126)</p><p><strong>Vampire, Emma Kelley:</strong> ?</p><p><strong>Vampire, Helga:</strong> She claims to be the daughter of a villager, cruelly forced into service of the Strahd. She will plead on her hands and knees, if necessary, to be saved from this awful place. She will play the part of the innocent female to the last, only revealing her ferocity as a vampire when she attacks. She is, in fact, the daughter of one of the townspeople but she chose a life of evil with Strahd. (I6 Ravenloft)</p><p><strong>Vampire, Jeremiah Morningmist:</strong> The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. (Lords of Darkness)</p><p>Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. (Lords of Darkness)</p><p><strong>Vampire, Molly Grayswit:</strong> Watching here is a vampire, a young woman who disappeared from town some weeks ago. Her parents presumed she had run off with a sailor, not realizing she had fallen victim to Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Vampire, Nerlax:</strong> ?</p><p><strong>Vampire, Sasha Iviliskova:</strong> This vampire is an old wife of Strahd's, a townsperson now under his control. (I6 Ravenloft)</p><p><strong>Vampire, Suradel the Scholar:</strong> Unknown to his subjects, Suradel was cursed with vampirism before his death. (C5 The Bane of Llewellyn (1e))</p><p><strong>Vampire, Tloques-Popolokas:</strong> He does not drain blood in the normal vampire manner, but must first drain it into a receptacle and then drink it. He is thus not a typical vampire, gaining his powers through his allegiance to Zotz. (C1 The Hidden Shrine of Tamoachan (1e))</p><p><strong>Vampire, Yattele-Ettes:</strong> ?</p><p><strong>Vampire Alp:</strong> ?</p><p><strong>Vampire Anananngel:</strong> ?</p><p><strong>Vampire Asanbosam:</strong> ?</p><p><strong>Vampire Blautsauger:</strong> It can only turn its victims into vampires by forcing them to eat earth from its grave. Those who consume the earth will become vampires when they die, even if not killed by the blautsauger. Only a wish will prevent this. (Dragon 25)</p><p><strong>Vampire Bruxa:</strong> ?</p><p><strong>Vampire Burcolakas:</strong> ?</p><p><strong>Vampire Catacano:</strong> ?</p><p><strong>Vampire Ch'ing-Shih:</strong> ?</p><p><strong>Vampire Ch'ing Shih:</strong> The ch'ing shih is a kind of Chinese vampire. Like the vrykolakas, the corpse is actually animated by a sort of demon who preserves the corpse from decay so that it can prey on the living. Unlike the vrykolakas, however, the demon animating the corpse is not entirely alien. (Dragon 126)</p><p>The Chinese believed that a person has two souls: the Hun, or superior soul which is aligned with the spirits of goodness; and the P'o, or inferior soul, which is aligned with the spirits of evil. If a body is not given the proper funeral rites, the P'o can seize control and animate the corpse. A particularly evil person may become a ch'ing shih by purposely separating the two souls. The superior soul can be stored someplace outside the body (much like in the magic jar spell) while the inferior soul is given free reign. When the person dies, he will return from the grave to work evil. (Dragon 126)</p><p>Evil P'o animating the corpse. (Dragon 126)</p><p><strong>Vampire Cleric 7:</strong> ?</p><p><strong>Vampire Cleric 8:</strong> ?</p><p><strong>Vampire Cleric 9:</strong> ?</p><p><strong>Vampire Cleric 10:</strong> ?</p><p><strong>Vampire Drow Vampire, Belgos:</strong> ?</p><p><strong>Vampire Eastern:</strong> Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. (Monster Manual)</p><p><strong>Vampire Ekimmu:</strong> ?</p><p><strong>Vampire Fighter 13, Drelnza:</strong> ?</p><p><strong>Vampire Greater:</strong> It is from the life-draining kiss of the succubus that greater vampires are born. (Lords of Darkness)</p><p>A variant form of vampire has been recorded which originates from the life-draining kiss of a succubus; high-level characters actually slain in this manner arise as vampires of exceptional strength and ability within a fortnight. (Dragon 126)</p><p><strong>Vampire Greater, Jonathan Morningmist:</strong> The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. (Lords of Darkness)</p><p>Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. (Lords of Darkness)</p><p>Jonathon, so drained by the succubus, had become a greater vampire, possessing power like his brother, Jeremiah, but able to walk the Earth during daylight hours. (Lords of Darkness)</p><p><strong>Vampire Guard:</strong> This is a city guard who was attacked by Jeremiah and has since become a vampire. (Lords of Darkness)</p><p><strong>Vampire Hill Giant:</strong> ?</p><p><strong>Vampire Hill Giant Shaman 6:</strong> ?</p><p><strong>Vampire Krvopijac:</strong> ?</p><p><strong>Vampire Lesser:</strong> To use the word “lesser” in regard to any vampire is a misnomer, but the typical vampire begins as a luckless mortal who falls prey to one of these creatures of the opposite sex. It is through the original vampire's feeding off the blood of the host that this process takes place, with the host creature losing one experience level per feeding until death. Within 24 hours after burial, the host then arises as a vampire under the control of its original slayer, remaining under its dominion until the slayer is itself somehow destroyed. (Lords of Darkness)</p><p>If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster).</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e))</p><p><strong>Vampire Lesser Thief 4:</strong> If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster).</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e))</p><p><strong>Vampire Lobishumen:</strong> ?</p><p><strong>Vampire Magic-User 9:</strong> ?</p><p><strong>Vampire Magic-User 10:</strong> ?</p><p><strong>Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr:</strong> The death she saw in me turned her from me. And so I came to hate death, my death. My hate is very strong; I would not be called "death" so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood. (I6 Ravenloft)</p><p>I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. (I6 Ravenloft)</p><p>It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. (I6 Ravenloft)</p><p>Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (I6 Ravenloft)</p><p><strong>Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd:</strong> I am rebirth, I am flight. The troubles of my previous life fade into shadows alone. I was peace itself. I was good and just. I practiced my arts for the benefit of all and healed the land with the gifts of a just god but the torment of my own dark self followed me. Within me was darkness, and hatred and envy. As I looked about, so too did this black shadow of mankind's soul seep slowly into all that I did, diluting its power and sapping its strength. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>My own darkness, my own doubting, hatred and rage poisoned me as well; with so much done in the service of others, my own spite and pride tore at me in the back of my mind. In the end, it said to me, all there is, is death, and all these good works will be for naught. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Then came the vision. I saw a way by which I might rid myself of my own darkness. Indeed, might I not rid all mankind of its darker self? This would surely be perfection, joy and treasure. This was the Apparatus and once my mind conceived it, I could not rest until its completion. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Many nights did I work in the darkness of my secluded laboratory, my mind fevered with the immensity of what I would accomplish. Yet did success elude me! Failure after failure did I suffer. The key to the banishment of our darker self was ever hanging before me, without shape or substance; ever in a haze of taunting obscurity. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>One night my tortured soul boiled with hate and anger. I cried out! “Why had the gods made man so? Why must we be tortured by contrast in this life, faced constantly with the choice of light and dark?” I would conquer this if I could. I would defy such law! (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Then came to me with clarity the knowledge of what I must do. I saw the missing piece, its rod of crystal hewn just so; its length just thus. The sulphur sphere . . . it all made sense. I vowed to leave thus for a time the paths decreed by the just gods, for in the end much good could be accomplished . . . surely the gods would understand the need of that.</p><p>Within a fortnight the deed was done. The Apparatus stood complete within my laboratory. The great sulphur ball in its mechanism, the receptors below all arranged properly about the lead glass sphere. The tests had all been successful . . . I could let no one but myself be the first within that chamber. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>The power surged with the spinning sphere. Lightning laced the chamber. Arrows of brilliance flew from the receptors and pierced the glass . . . my soul! The darkness encompassed me . . . it screamed! (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>When at last I awoke, I was free. Yet the great experiment worked all too well. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I could marry with good conscience the woman I loved and know that the darker self within me would be no obstacle to our joy and happiness. We were betrothed and the date was set. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I gave no thought then to where my darker soul had been sent. Where that part of me lived, I did not know. My pride had played one last trick upon me. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I continued my questing to perfect my device when on a terrible night of storm the Apparatus fled from my control and black darkness solidified within the crystal globe. From whence I had sent my dark self . . . it had returned! (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Now it has taken form, unbidden and terrible. The creature . . . for no other name would suit . . . emerged from the shattering globe. I fled from the house in terror that such horror should have existed within me, only to return! (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was the warrior. I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>All goodness slipped from my life; I found my youth and strength gone and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god's grace or justice. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy” and “treasure.” Her name was Tatyana and I longed for her to be mine. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—”elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>With words she called me “brother,” but when I looked into her eyes they reflected another name..death.. It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>The death she saw in me turned her from me. And so I came to hate death,my death. My hate is very strong. I would not be called “death” so soon. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>I made a pact with death, a pact of blood. On the day of the wedding I killed Sergei, my brother. My pact was sealed with his blood.</p><p>I found Tatyana weeping in the garden east of chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p>Worse still, he had the audacity to use the machine on himself. Indeed, this enchanted engine drained all that was evil from the body of the Alchemist and cast it out. But the exiled evil did not dissolve into nothingness but rather gained a malignant nonlife of its own in a land far distant. Now, that abomination has returned to confront the Alchemist and to claim the life-rights it was denied by its creator. This is the vampire, the Creature Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e))</p><p><strong>Vampire Magic-User 11:</strong> ?</p><p><strong>Vampire Magic-User 12:</strong> ?</p><p><strong>Vampire Magic User 15, Vlad Tolenkov:</strong> ?</p><p><strong>Vampire Maiden:</strong> See Maiden Vampire.</p><p><strong>Vampire Mulo:</strong> ?</p><p><strong>Vampire Nosferat:</strong> ?</p><p><strong>Vampire Nuban, Man With Chocolate-Colored Skin:</strong> ?</p><p><strong>Vampire Vampiric Lizard King Magic-User 9, Sakatha:</strong> As Sakatha lay dying on the field, his shattered army scattering all around him, he spoke his final wish: that he might live to drink the very blood of those who had defeated him, and the blood of their offspring through the ages. Thus it was that Sakatha, by means of this badly worded dying wish, provided the means for his own return. After 200 years he has come back in a new form, a form suited to fulfill the contents of his wish exactly: Sakatha has awakened as a vampire. (I2 Tomb of the Lizard King)</p><p>The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. (I2 Tomb of the Lizard King)</p><p><strong>Vampire Vampiric Lizard Man:</strong> The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. (I2 Tomb of the Lizard King)</p><p><strong>Vampire Vampiric Lizard Man Female:</strong> ?</p><p><strong>Vampire Vampiric Lizard Man Female, Bride of Sakatha, Lizard Vampire:</strong> ?</p><p><strong>Vampire Vlkodak:</strong> ?</p><p><strong>Vampire Vrykolakas:</strong> The vrykolakas is not self-animated. Instead, an evil spirit enters the body, causing it to move about. The vrykolakas would thus be the result of a bizarre kind of demonic possession, all the more terrible because the dead person has no mind to actively resist the takeover. (Dragon 126)</p><p>One common practice of the vrykolakas is to seat itself upon a sleeping victim and, by its enormous weight and horrific presence, cause an agonizing sense of oppression. A victim who dies from this oppression will himself become a vrykolakas. (Dragon 126)</p><p><strong>Vampire Vrykolakas Great Vrykolakas:</strong> The vrykolakas monster after 80 days have passed since it came into existence. (Dragon 126)</p><p>After 80 days, the vrykolakas gains enough power to become a great vrykolakas.. (Dragon 126)</p><p><strong>Vampire-Spectre Ch'ang-Kuei:</strong> ?</p><p><strong>Vampiric Ixitxachitl:</strong> See Ixitxachitl Vampiric.</p><p><strong>Vampiric Kappa:</strong> See Kappa Vampiric.</p><p><strong>Vampiric Lizard King:</strong> See Vampire Vampiric Lizard King.</p><p><strong>Vampiric Lizard Man:</strong> See Vampire Vampiric Lizard Man.</p><p><strong>Vampiric Plantmen:</strong> See Orchonos, Vampiric Plantmen.</p><p><strong>Vecna:</strong> See Lich Arch-Lich, Vecna.</p><p><strong>Vecna:</strong> See Phantom, Vecna.</p><p><strong>Velikovna, Patrina:</strong> See Groaning Spirit, Patrina Velikovna.</p><p><strong>Very Angry Spirit:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Victim Murder, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Vinjarek:</strong> See Wight Great, Vinjarek.</p><p><strong>Virkhus:</strong> See Undead Knight Returned, Virkhus, The Horn of the Dawn.</p><p><strong>Vision:</strong> ?</p><p><strong>Vlaakith:</strong> See Lich, Vlaakith, Githyannki Lich-Queen.</p><p><strong>Vlad Tepes:</strong> See Vampire, Dracula, Vlad Tepes.</p><p><strong>Vlad Tolenkov:</strong> See Vampire Magic User 15, Vlad Tolenkov.</p><p><strong>Vlkodak:</strong> See Vampire Vlkodak.</p><p><strong>von Zarovich, Strahd:</strong> See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr.</p><p><strong>Von Zarovich, Strahd:</strong> See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd.</p><p><strong>Vrykolakas:</strong> See Vampire Vrykolakas.</p><p><strong>Walking Dead:</strong> See Zombie Walking Dead.</p><p><strong>Wandering Dead:</strong> See Zombie Shadow Stuff, Quick Zombie, Wandering Dead.</p><p><strong>Wands, Detrinius:</strong> See Lich Magic-User 20, Detrinius Wands.</p><p><strong>Warrior Spectral Minion:</strong> See Spectral Minion Warrior.</p><p><strong>Water Ghost Korean:</strong> See Ghost Korean Water.</p><p><strong>Water Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul.</p><p><strong>Water Korean Ghost:</strong> See Ghost Korean Water.</p><p><strong>Water Ochimo:</strong> See Ochimo Water.</p><p><strong>Wedon:</strong> See Memedi Common Wedon.</p><p><strong>Welstap, Geam:</strong> See Wraith, Geam Welstap.</p><p><strong>Wendigo:</strong> These wendigos might be people who entered into a pact with certain evil spirits that lurk in the forest and help these people kill their victims. Perhaps these wendigos were humans who gazed upon the mythical being Wendigo, as in the Indian myths. (Dragon 138)</p><p><strong>Wexelar:</strong> See Ghoul, Wexelar.</p><p><strong>White Ship Zombie:</strong> See Zombie White Ship.</p><p><strong>Wife, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Wife Ghostly:</strong> See Ghostly Wife.</p><p><strong>Wife Ghostly, Lady Astrid Aldenmier:</strong> See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier.</p><p><strong>Wight:</strong> Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. (Monster Manual)</p><p>Wights are formed from the bodies of men and women of noble birth who are buried in earthen tombs. There, their bodies are sought out by an evil spirit of power which has no way of interacting with the Prime Material Plane unless he inhabits such a body. (Lords of Darkness)</p><p>When the spirit inhabits the body, it halts the normal process of decay and instead works its magic to partially petrify the body. When the body has the right balance of flesh and mineral, it can move again under the spirit's guidance. (Lords of Darkness)</p><p>Why the spirit wants to return to a semi-fleshy form is unknown. (Lords of Darkness)</p><p>If a lichnee enters another's corpse, he is limited to the corpse's living strength, and will have no more than 4 hit dice. The intelligence and wisdom of the lichnee candidate are preserved, and the corpse will rise after 1d3 turns of apparent continuing death (the lichnee's presence being undetectable during this time) as a wight. (Lords of Darkness)</p><p>Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e))</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e))</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3-5 Desert of Desolation (1e))</p><p>"Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e))</p><p>“Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e))</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3 Pharoah (1e))</p><p>The portable hole contains a jeweled crown (80,000 gp), a gem-set orb (50,000 gp), and a scepter likewise encrusted with precious stones (65,000 gp) which were the lich’s in life. They now bear a curse which affects any living creature that takes them. The magic will turn the individual or individuals into a wight after sickening and dying. The curse can only be removed by a cleric of 20th or higher level. (The items radiate both magic and evil.) (GDQ 1-7 Queen of the Spiders)</p><p>The wight was once a brutal mercenary captain, who came to Harper's Hold to force Diambeth into giving him some information that the hard wished to keep secret. When it became obvious he had no choice, the bard summoned his guardian from room 2 to slay the captain. While there would he no legal consequences from his act, Diambeth decided it would be best if the captain's colleagues never found out about his fate. Rather than dumping the body outside his grounds as he would otherwise have done, the bard made other arrangements: a secret chamber, where the captain would remain undisturbed. As with others of great evil, however, the captain's spirit didn't find rest. Consumed with hatred for Diambeth-which, over the years, generalized to hatred for the living-the captain became a wight. (WG8 Fate of Istus (1e/2e))</p><p>The true origin of wights remains a mystery. Some sages claim they are the fates of evil humans who, through illness or deliberate design, are buried alive, and through their anger and sheer willpower remain in a state of unlife to seek revenge. Others say wights are evil guardians, the spirits of loyal henchmen who were slain and buried with their lieges to protect their former masters from desecration. (Dragon 126)</p><p>The noises are, of course, the mayor – now turned to a wight over the anger of having been buried alive. (Dragon 126)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><em>Wight Production</em> spell. (Dragon 76)</p><p><strong>Wight, Ayocuan:</strong> ?</p><p><strong>Wight, Emory Maus:</strong> ?</p><p><strong>Wight, Jerimy Estmore:</strong> ?</p><p><strong>Wight, Karen Edgerton:</strong> ?</p><p><strong>Wight, Kattle Lisbury:</strong> ?</p><p><strong>Wight, Momsin Alenny:</strong> ?</p><p><strong>Wight Great:</strong> The great wight is a leader of wights, a very rare creature that can only form from the body of a being of consecrated royal blood. The original body must have been of lawful good alignment and been dedicated to the service of a lawful good deity, then fallen from grace and not been reconciled to the religion of his birth before he died. (Lords of Darkness)</p><p>Despite the statements of Jilda the Sage, great wights come from no more noble a background than their followers. A great wight is simply a wight that has managed to absorb enough life energy to gain in power. This to some extent explains the enthusiasm of wights in attacking their prey. The more successful a wight is at draining energy, the better chance it has of becoming a great wight and getting its chance to rule its kind. (Lords of Darkness)</p><p>Also, it seems clear that absorbing a great deal of life energy allows a wight to grow more powerful, and slightly independent of its urges. A wight that has absorbed 20 life energy levels in a month gains in power and has a chance to become a great wight- a wight leader. (Lords of Darkness)</p><p>The number of energy levels that need to be absorbed and the benefits derived are shown in the Wight Advancement Table. (Lords of Darkness)</p><p><strong>Wight Great, Vinjarek:</strong> ?</p><p><strong>Wight Half-Strength Wight, Half-Wight:</strong> Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. (Monster Manual)</p><p>The only relief for this cheerless existence is the occasional intrusion of living beings. These wights attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights themselves. (Lords of Darkness)</p><p><strong>Wight Ogre:</strong> See Ogre Wight.</p><p><strong>Wight Unusually Powerful:</strong> It was once the huntsman warlord, who entered the barrows looking for the missing high priest and wound up as an undead; the wight that killed him was slain in the fight, so the warlord is now free-willed. (Dragon 102)</p><p><strong>Witch-Ghost:</strong> See Ghost Witch-Ghost.</p><p><strong>Wolverine Undead:</strong> See Undead Wolverine.</p><p><strong>Wongas:</strong> See Coffer Corpse, Wongas.</p><p><strong>Worm Sarcophogal:</strong> Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium)</p><p>Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium)</p><p>Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium)</p><p><strong>Wraith:</strong> If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim. (Monster Manual)</p><p>After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). (Monster Manual)</p><p>Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e))</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e))</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3-5 Desert of Desolation (1e))</p><p>"Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e))</p><p>“Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e))</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3 Pharoah (1e))</p><p>In life, he was a strong and dreaded warlord, a man of cruel cunning and great evil, who mocked the paths of goodness and light, preferring instead the wicked and the dark. At the height of his powers he struck a bargain with a powerful devil, who granted him after death a continued existence in wraith form in exchange for service in life. (L1 The Secret of Bone Hill)</p><p>Wraiths are said to be the horrid spirits of dying men who vow to return and wreak havoc upon the living. In such cases where it would be impossible for an individual to become a revenant, there is a 5% chance that a person of great evil can fulfill his curse irrespective of whether or not precautions – including destroying the physical body – are taken. (Dragon 126)</p><p>The first manifestation of a disturbed demilich is that of an apparent wraith. (Dragon 126)</p><p>The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p><em>Wraith Production</em> spell. (Dragon 76)</p><p><strong>Wraith, Geam Welstap:</strong> ?</p><p><strong>Wraith, Krinos Pandipolous:</strong> The wraith is the spirit of Krinos Pandipolous, the manager of the baths during the last years of the city. He was so evil that when the city was abandoned, he was chained to the benches in the changing room, cursed by all the departing clerics, and left to die. (I3-5 Desert of Desolation (1e))</p><p><strong>Wraith, Maquir Loft:</strong> ?</p><p><strong>Wraith, Marcus Lithe:</strong> ?</p><p><strong>Wraith, Master Tangle:</strong> ?</p><p><strong>Wraith, Shingol Tann:</strong> ?</p><p><strong>Wraith, Wren Thims:</strong> ?</p><p><strong>Wraith Half-Strength Wraith:</strong> If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim. (Monster Manual)</p><p><strong>Wraith Headless Horseman Wraith:</strong> ?</p><p><strong>Wren Thims:</strong> See Wraith, Wren Thims.</p><p><strong>Wulgreth:</strong> See Lich-Like Being 26, Wulgreth.</p><p><strong>Xaene the Accursed:</strong> See Lich Two-Headed Lich, Xaene the Accursed.</p><p><strong>Yarus:</strong> See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus.</p><p><strong>Yattele-Ettes:</strong> See Vampire, Yattele-Ettes.</p><p><strong>Yettergun Folie:</strong> See Spectre, Yettergun Folie.</p><p><strong>Yushi:</strong> See Spirit, Yushi.</p><p><strong>Zarovich, Strahd:</strong> See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr.</p><p><strong>Zarovich, Strahd:</strong> See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd.</p><p><strong>Zombie, Standard Zombie:</strong> Zombies are magically animated corpses, undead creatures under the command of the evil magic-users or clerics who animated them. (Monster Manual)</p><p>Zombies that are actually dead often, at least in the Netherese tradition, come from once living zombies. As the body's spirit dies, rebellion goes with it. (Lords of Darkness)</p><p>Jeremiah looted a local graveyard and magically animated 18 corpses to be his zombie patrol. (Lords of Darkness)</p><p>Shevas Tam then had his minions slaughter most of the Guild members and Shevas Tam turned them into zombies. (FR6 Dreams of the Red Wizards)</p><p>Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. (Forgotten Realms Campaign Set (1e))</p><p>Shamans of Yurtrus may animate dead to create skeletons and zombies. (FR5 The Savage Frontier (1e))</p><p>In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. (FR5 The Savage Frontier (1e))</p><p>Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. (FR6 Dreams of the Red Wizards)</p><p>Guarding the balcony are two invisible zombies created by Tellish and Arrness. (L2 The Assassin's Knot (1e))</p><p>Here, Garath Primo, the naga's evil cleric, performs his sinister spells, restoring “life” to the bodies of dead humans. (N1 Against the Cult of the Reptile God (1e))</p><p>Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42)</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42)</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42)</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42)</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42)</p><p>Not all such burials need be of human bodies! (Dragon 42)</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42)</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42)</p><p>A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse.</p><p>If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM. (Dragon 42)</p><p>Evil characters always return from the dead with all the capabilities of an AD&D Vampire. (Dragon 42)</p><p>Note that a character of any alignment who commits suicide will return as a vampire unless the appropriate steps are taken at his burial: stake through the heart, head cut off, mouth stuffed with garlic and the like. Such suicides must be purposeful—unrequited love or a point of honor, for example—with the DM’s discretion strongly advised. (Dragon 42)</p><p>Zombies are the mindless, undead servitors of magic-users or clerics who cast an animate dead on corpses not fully stripped of flesh – a process usually requiring either time or a cash expenditure of one gp per corpse for acid (though certain insects also serve well in this regard). (Dragon 126)</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126)</p><p>Zombies are dead bodies brought back to a semblance of life by magic. (Dragon 138)</p><p>Zombies are created by bokors, evil voodoo sorcerers. A bokor gains control of the gros-bon-ange of a dying person by sucking out the soul magically, trapping it in a magic vessel, or substituting the soul of an insect or small animal for the human soul. At midnight on the day of burial, the bokor goes with his assistants to the grave, opens it, and calls the victim's name. Because the bokor holds his soul, the dead person must lift his head and answer. As he does so, the bokor passes the bottle containing the gros-bon-ange under the victim's nose for a single brief instant. The dead person is then reanimated. (Dragon 138)</p><p><em>Animate Dead</em> spell. (Players Handbook (1e))</p><p><em>Animate Dead</em> spell. (Dungeon Master's Guide (1e))</p><p><em>Animate Dead</em> spell. (Oriental Adventures (1e))</p><p><em>Animate Zombies</em> spell. (Dragon 76)</p><p><em>Unlife</em> spell. (Lords of Darkness)</p><p>Artifact minor benign power. (Dungeon Master's Guide (1e))</p><p>Artifact major malevolent effect FF. (Dungeon Master's Guide (1e))</p><p><strong>Zombie, Millicent Hodgson:</strong> ?</p><p><strong>Zombie, The Dead:</strong> ?</p><p><strong>Zombie, Thinn Balder:</strong> ?</p><p><strong>Zombie Blurry-Eyed:</strong> See Zombie Ghost Eye, Blurry-Eyed Zombie.</p><p><strong>Zombie Brainless Enhanced, Shadowy Figure:</strong> ?</p><p><strong>Zombie Bushi:</strong> ?</p><p><strong>Zombie Cauldron of Doom:</strong> Cauldron of Doom magic item. (FR2 Moonshae)</p><p><strong>Zombie Colossus:</strong> The evil Nathaire created a terrifying giant undead creature. (Dragon 138)</p><p>Nathaire was a powerful alchemist, astrologer, and necromancer. Working with his 10 students, he robbed a graveyard of all its corpses. In a kind of magical assembly-line, the corpses were stripped of all clothing, then the flesh and bones were separated into separate vats and rendered down to a pliable mass. All the bones were then reshaped and rehardened to form a huge skeleton. Finally, the skeleton was once again fleshed out. The separate ingredients were thus used to create a giant zombie. (Dragon 138)</p><p>A colossus is essentially a giant zombie magically made from many corpses. (Dragon 138)</p><p><strong>Zombie Colossus Lesser:</strong> A colossus is essentially a giant zombie magically made from many corpses. A lesser colossus is about 11' tall (between the size of a hill giant and a stone giant). (Dragon 138)</p><p><strong>Zombie Colossus Greater:</strong> A colossus is essentially a giant zombie magically made from many corpses. A greater colossus is an amazing 33' tall (larger than the largest titan). (Dragon 138)</p><p><strong>Zombie Dwarven Priest:</strong> Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry.</p><p><strong>Zombie Enhanced Brainless:</strong> See Zombie Brainless Enhanced.</p><p><strong>Zombie Fire Giant:</strong> <em>Animate Dead</em> spell. (Dungeon Master's Guide (1e))</p><p><strong>Zombie Ghost Eye:</strong> Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness. (The Complete White Ship Campaign)</p><p>The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie. (The Complete White Ship Campaign)</p><p><strong>Zombie Ghost Eye, Blurry-Eyed Zombie:</strong> ?</p><p><strong>Zombie Giant:</strong> One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie. (The Complete White Ship Campaign)</p><p><strong>Zombie Giant, Greater Zombie:</strong> ?</p><p><strong>Zombie Greater:</strong> ?</p><p><strong>Zombie Greater:</strong> See Zombie Giant, Greater Zombie.</p><p><strong>Zombie Greater Crewman:</strong> ?</p><p><strong>Zombie Greater Crewman, Undead Crewman:</strong> ?</p><p><strong>Zombie Hungry Dead:</strong> The hungry dead are undead corpses that return from the grave to feed off the living. (Dragon 138)</p><p>The return of the hungry dead is usually triggered by an evil magic-user or cleric. The animating force is always concentrated in one single area of the body. (Dragon 138)</p><p><strong>Zombie Juju:</strong> Juju zombies are created by magic-users who drain all life levels from humans or man-sized humanoids by means of an energy drain spell (q.v.). (Monster Manual II)</p><p>This uncommon creature originates with a high-level magic-user's slaying of a creature by way of an energy drain spell. (Dragon 126)</p><p><em>Energy Drain</em> spell. (Unearthed Arcana (1e))</p><p><strong>Zombie Juju, Delartha:</strong> Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. (Lords of Darkness)</p><p><strong>Zombie Juju, Ilmeera:</strong> Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. (Lords of Darkness)</p><p><strong>Zombie Le Grande Zombi:</strong> It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead). (Dragon 138)</p><p><strong>Zombie Magically-Prepared Zombie:</strong> Magically-prepared zombie with spells upon him. (Return to the Tomb of Horrors)</p><p><strong>Zombie Magically-Prepared Zombie with Spells Upon Him:</strong> Magically-prepared zombie with spells upon him. (S1 Tomb of Horrors (1e))</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of huge humanoid monsters such as bugbears, giants, etc. They are typically the creatures of evil natured clerics or magic-users who create and control them. (Monster Manual II)</p><p>These bugbear zombies, magically created by Jeremiah, have been given the same instructions as the 18-member zombie patrol. (Lords of Darkness)</p><p>Monster zombies are the result of casting animate dead spells upon the remains of bugbears, giants, etc. (Dragon 126)</p><p><em>Animate Dead Monsters</em> spell. (Unearthed Arcana (1e))</p><p><strong>Zombie Monster Undead Bugbear:</strong> ?</p><p><strong>Zombie Monster Undead Minotaur:</strong> ?</p><p><strong>Zombie Monster Undead Ogre:</strong> ?</p><p><strong>Zombie Pirate Undead:</strong> See Zombie Undead Pirate.</p><p><strong>Zombie Priest Dwarven:</strong> See Zombie Dwarven Priest.</p><p><strong>Zombie Quick:</strong> ?</p><p><strong>Zombie Quick:</strong> See Zombie Shadow Stuff, Quick Zombie, Wandering Dead.</p><p><strong>Zombie Salt-Zombie:</strong> T'hai Salt Flats (Kara-Tur: The Eastern Realms (1e))</p><p>An ancient salt lake once filled this land, but deep underground upheavals resulted in the water draining away, leaving a desolate and parched tract of salty soil where no green plants take root. Strange boulders and sand dunes shape the land here, and it is an evil place. The only man who is known to live there is the evil wu jen Utwa So, the master of the “salt-zombies,” undead monsters he has created from the helpless peasants and adventurers who wander into his domains. (Kara-Tur: The Eastern Realms (1e))</p><p><strong>Zombie Shadow Stuff:</strong> ?</p><p><strong>Zombie Shadow Stuff, Quick Zombie, Wandering Dead:</strong> ?</p><p><strong>Zombie Standard:</strong> See Zombie, Standard Zombie.</p><p><strong>Zombie Strahd:</strong> See Strahd Zombie.</p><p><strong>Zombie Undead Pirate:</strong> ?</p><p><strong>Zombie Walking Dead:</strong> Walking dead are undead animated corpses that keep attacking until completely destroyed. (Dragon 138)</p><p><strong>Zombie White Ship, Figure:</strong> ?</p><p><strong>Zombire:</strong> The animated corpse of a low-level magic-user. (L1 The Secret of Bone Hill)</p><p><strong>Zulkir Szass Tam:</strong> See Lich Magic-User 24, Zulkir Szass Tam.</p><p>[/spoiler]</p><p></p><p>1e TSR Books[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/17002/Monster-Manual-1e?affiliate_id=17596" target="_blank">Monster Manual</a></p><p>[spoiler]</p><p><strong>Ghast:</strong> Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life.</p><p><strong>Ghost:</strong> Ghosts are the spirits of evil humans who were so awful in their badness that they have been rewarded (or perhaps cursed) by being given undead status.</p><p><strong>Ghoul:</strong> Any human killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected).</p><p><strong>Lacedon:</strong> The lacedon is a marine form of the ghoul. It conforms in all other respects to ghouls.</p><p><strong>Groaning Spirit, Banshee:</strong> The groaning spirit, or banshee, is the spirit of an evil female elf - a very rare thing indeed.</p><p>This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow.</p><p><strong>Ixitxachitl Vampiric:</strong> ?</p><p><strong>Lich:</strong> A lich exists because of its own desires and the use of powerful and arcane magic. The lich passes from a state of humanity to a non-human, nonliving existence through force of will. It retains this status by certain conjurations, enchantments, and a phylactery.</p><p>Liches were formerly ultra powerful magic-users or magic-user/clerics of not less than 18th level of magic-use.</p><p><strong>Mummy:</strong> They retain a semblance of life due to their evil.</p><p><strong>Shadow:</strong> In addition to the 2-5 hit points of damage their chill touch causes, each hit also saps 1 point of the victim's strength. If a human opponent reaches 0 strength or hit points, the shadow drains his life force and he becomes a shadow.</p><p>Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life.</p><p><strong>Skeleton:</strong> Skeletons are magically animated, undead monsters. They are enchanted by a powerful magic-user or cleric of evil alignment.</p><p><strong>Spectre:</strong> After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv).</p><p><strong>Half-Strength Spectre:</strong> Any human totally drained of life energy by a spectre becomes a half-strength spectre under the control of the spectre which drained him.</p><p><strong>Vampire:</strong> Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc.</p><p><strong>Vampire Eastern:</strong> Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc.</p><p><strong>Wight:</strong> ?</p><p><strong>Half-Strength Wight:</strong> Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer.</p><p><strong>Wraith:</strong> After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv).</p><p><strong>Half-Strength Wraith:</strong> If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim.</p><p><strong>Zombie:</strong> Zombies are magically animated corpses, undead creatures under the command of the evil magic-users or clerics who animated them.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/50012/Fiend-Folio-1e?affiliate_id=17596" target="_blank">Fiend Folio</a> [spoiler]</p><p><strong>Apparition:</strong> A victim slain by an apparition may be raised but if the body is left, or no attempt is made within one hour to raise it,it will rise as an apparition in 2-8 hours.</p><p><strong>Coffer Corpse:</strong> These foul creatures of the undead class are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker.</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Death Knight:</strong> The death knight - and there are only twelve of these dreadful creatures known to exist - is a horrifying form of lich created by a demon prince (it is thought Demogorgon) from a fallen human paladin.</p><p><strong>Eye of Fear and Flame:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Penanggalan:</strong> If a penanggalan kills a female victim, she will rise from the grave after three days as a penanggalan (not under the control of the original creature). If an attempt is made to raise her during that three-day period, her chances of surviving the system shock are half normal, and failure of that attempt means that no further attempt can possibly succeed - the process by which she becomes a penanggalan is then inexorable.</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Revenant:</strong> Under exceptional circumstances, those who have died a violent death may return from beyond the grave to wreak vengeance on their killer - as a revenant. There are few who can make this journey - to do so, a dead character must have wisdom or intelligence greater than 16 and a constitution of 18: all their characteristics must sum to 90 or more: and if both these criteria are met, the chance of the character becoming a revenant after death is 5%.</p><p><strong>Sheet Ghoul:</strong> A sheet ghoul is created when a sheet phantom kills a victim.</p><p>If the victim of a sheet phantom's enveloping dies from suffocation (or as a result of damage inflicted, unwittingly, by his comrades), the sheet phantom merges with his body and the whole becomes a sheet ghoul.</p><p><strong>Sheet Phantom:</strong> There are sufficient similarities between this creature and the lurker above to lend credence to the speculation that the one is some kind of undead form of the other.</p><p><strong>Skeleton Warrior:</strong> It is said that the skeleton warriors were forced into their lich-like state ages ago by a powerful and evil demigod who trapped each of their souls in a golden circlet.</p><p><strong>Sons of Kyuss:</strong> Kyuss was an evil high priest, creating the first of these creatures under instruction from an evil deity.</p><p>If the worm from a son of Kyuss reaches the brain, the victim becomes a son of Kyuss, the process of putrefaction setting in without further delay.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17005/Monster-Manual-II-1e?affiliate_id=17596" target="_blank">Monster Manual II</a> [spoiler]</p><p><strong>Demilich:</strong> Over centuries the lich form decays, and the evil soul roams strange planes unknown to even the wisest of sages. This remaining soul is a demilich.</p><p><strong>Haunt:</strong> A haunt is the restless spirit of a person who died leaving a vital task unfinished.</p><p><strong>Zombie Juju:</strong> Juju zombies are created by magic-users who drain all life levels from humans or man-sized humanoids by means of an energy drain spell (q.v.).</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of huge humanoid monsters such as bugbears, giants, etc. They are typically the creatures of evil natured clerics or magic-users who create and control them.</p><p></p><p><strong>Lich:</strong> A lich (q.v.) is a human magic-user and/or cleric of surpassing evil who has taken the steps necessary to preserve its life force after death.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16810/REF5-Lords-of-Darkness-1e?affiliate_id=17596" target="_blank">Lords of Darkness</a>[spoiler]</p><p><strong>Mummy Greater:</strong> The greater mummy, the undead remains of a man (or woman) who has chosen to be mummified.</p><p>The greater mummy is not just a more deadly version of the creature commonly known as a mummy, it is a mummy who has chosen to undergo the mummification process, in which the victim's body dies, but the soul does not.</p><p>“Anyway, we entered this dusty tomb and as we went deeper, there were more paintings, and mind you, if the other ones only made your stomach queasy, these were nightmare makers. Who could imagine someone choosing to become a mummy? Yet, these pictures showed just that. A man who willingly submitted to mummification and retained much of his power from life.”</p><p><strong>Vampire Greater:</strong> It is from the life-draining kiss of the succubus that greater vampires are born.</p><p><strong>Ghost Lesser:</strong> They're merely restless spirits whose passing on to the next world is prevented for a number of reasons: For instance, the person may have died with an urgent need to pass on an important message to someone or accomplish some sort of unfinished task. Thus, it remains on the Prime Material Plane, unable to rest until the message is delivered or the task completed. In another case, the lesser ghost may, as true ghosts, be angered over its betrayal and murder in life, and the creature cannot rest until the one who committed the crime against it is properly punished.</p><p>A lesser ghost might also, through its own misbehavior in life, find itself bound to an unhappy existence between worlds until it finds some sort of way to atone for its deeds. Lastly, the relatively weak spirit might remain under the domination of a greater ghost, free from obeying it, but tormented and unable to rest until the creature is destroyed.</p><p><strong>Pseudo-Lich:</strong> They are created when a very powerful magic-user is fanatically pursuing a certain goal at the time of death. Some inexplicable force, perhaps due to years of exposure to magic, allows the wizard's soul to inhabit the shell of its dead body until the goal is achieved or the body crumbles to dust.</p><p><strong>Great Wight:</strong> The great wight is a leader of wights, a very rare creature that can only form from the body of a being of consecrated royal blood. The original body must have been of lawful good alignment and been dedicated to the service of a lawful good deity, then fallen from grace and not been reconciled to the religion of his birth before he died.</p><p>Despite the statements of Jilda the Sage, great wights come from no more noble a background than their followers. A great wight is simply a wight that has managed to absorb enough life energy to gain in power. This to some extent explains the enthusiasm of wights in attacking their prey. The more successful a wight is at draining energy, the better chance it has of becoming a great wight and getting its chance to rule its kind.</p><p>Also, it seems clear that absorbing a great deal of life energy allows a wight to grow more powerful, and slightly independent of its urges. A wight that has absorbed 20 life energy levels in a month gains in power and has a chance to become a great wight- a wight leader.</p><p>The number of energy levels that need to be absorbed and the benefits derived are shown in the Wight Advancement Table.</p><p><strong>Undead Boar:</strong> ?</p><p><strong>Undead Horse:</strong> ?</p><p><strong>Undead Wolverine:</strong> ?</p><p><strong>Undead Owlbear:</strong> ?</p><p><strong>Alokkair the Witch-King, Lich:</strong> ?</p><p><strong>Greater Undead:</strong> The “natural” creation of greater undead seems related to strength of purpose and character.</p><p><em>Unlife</em> spell.</p><p><strong>Ralogorax, Sword of Tyr, Undead Paladin:</strong> ?</p><p><strong>Intelligent Unturnable Skeleton:</strong> ?</p><p><strong>Aumvor the Undying, Lich:</strong> ?</p><p><strong>Rugen Phimister, Ghast:</strong> Rugen the ghoul soon became Rugen the ghast. Captured by demons, he served as a “hound,” or hunting beast, for demons of the Abyss</p><p><strong>Wexelar, Ghoul:</strong> “I knew that man,” Amelior said, scratching at new-healed flesh on his shoulder. “Well, I knew him when he lived and was a man. He was Wexelar, the moneylender. My father said he cheated folk of their livelihood. I think my father owed him a great deal of money. Wexelar died suddenly of the 'plexy. I remember watching as they dumped his body in the earth. The old tale must be true then, that ghouls were once evil humans who preyed upon others in life and who died unblessed.”</p><p><strong>Vinjarek, Great Wight:</strong> ?</p><p><strong>Hsssthak, Ancient Reptilian Creator Race Greater Mummy:</strong> Seers among the reptilian creator race felt that a time might come when the lizard folk would need help to reclaim their rightful place in the world. Hsssthak, once a noted sorcerer among his reptilian people, willingly allowed himself to be mummified in order to protect part of the heritage of his race . the ability to magically modify other creatures.</p><p><strong>Deinonythus Dinosaur Skeleton:</strong> ?</p><p><strong>Tyrannosaurus Skeleton:</strong> ?</p><p><strong>Rethekan, Greater Mummy:</strong> ?</p><p><strong>Jonathan Morningmist, Greater Vampire:</strong> The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon.</p><p>Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area.</p><p>Jonathon, so drained by the succubus, had become a greater vampire, possessing power like his brother, Jeremiah, but able to walk the Earth during daylight hours.</p><p><strong>Jeremiah Morningmist, Vampire:</strong> The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon.</p><p>Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area.</p><p><strong>Angelique, Vampire:</strong> ?</p><p><strong>Vampire Guard:</strong> This is a city guard who was attacked by Jeremiah and has since become a vampire.</p><p><strong>Lady Samantha, Spirit, Lesser Ghost:</strong> Despised by Lady Samantha, who spurned his offer to remain mistress of the estate if she would submit to him, the mage finally locked the damsel in this tower room until such time as she would change her mind. Resistant to the end, she eventually starved to death here.</p><p><strong>Hieronymous Bosco, Ghost Wizard:</strong> A year or so ago, Hieronymous Bosco, a powerful wizard dwelling outside the port of Ravens Bluff, died a victim, some say, of his unholy experiments.</p><p>And it is perhaps fitting that the mage met his own duplicitous end through the hand of his equally ambitious apprentice.</p><p>The wizard's web-covered and bloodstained bed lies against the northern wall next to an empty wardrobe. Still lying upon the floor, where it fell from his grasp, is the goblet once holding the poisoned wine that was his undoing.</p><p>Even as his master convulsed in agony, his ambitious chief apprentice entered the room and plunged a dagger into his heart, ending the wizard's life.</p><p>Angered at having been lied to, Sir John intended to denounce the mage and hand him over to the local authorities. But Hieronymous learned of this, and with the help of a disreputable stable hand, arranged for the death of his employer while Brother Frederick was absent. The estate then passed into the hands of Lady Samantha, Sir John's daughter.</p><p>Lacking the funds to manage the estate (which the mage had stolen and hidden), Lady Samantha was forced to accept the wizard's offer to fund the manor's continued operation in return for being allowed to stay on as seneschal. Brother Frederick eventually returned, confronting the wizard, and was slain in his own chapel. With no one left to oppose him, the mage now forced his attentions on Lady Samantha, hoping to wed her. Defiantly, she spurned him, and was locked in a tower, where she starved to death. The mage then spread the tale she had sold the manor to him and departed. Not long afterward, Hieronymous met his own end at the hands of an ambitious apprentice. Although buried elsewhere, his spirit was cursed to haunt the manor where he had caused so much trouble to so many.</p><p><strong>Tanomitsu Mitsuro, Spectre:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate.</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro's aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there.</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused.</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War.</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security.</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead.</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres.</p><p><strong>Tanomitsu Isui, Spectre:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate.</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there.</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused.</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within.</p><p>Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War.</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security.</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead.</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres.</p><p><strong>Masako, Spectre:</strong> Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate.</p><p>During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there.</p><p>Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused.</p><p>Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within.</p><p>Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War.</p><p>Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security.</p><p>Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead.</p><p>However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres.</p><p><strong>Bushi Spectre:</strong> Ignoring the other bushi, whose advance has slowed, the spirit grapples with the man it had cornered. He, too, cries out and collapses to the walkway . but the spirit maintains its grip. In a moment, a transparent ghost-like form rises from the bushi's body and follows the first spirit down the battlement stairs and into the courtyard.</p><p><strong>Ninoye, Handmaiden Spectre:</strong> “So sorry, Lord . . .” he gasps, “. . . your wife's handmaiden, taken by a spirit as she served dinner . . .”</p><p><strong>Delartha, Juju Zombie:</strong> Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control.</p><p><strong>Ilmeera, Juju Zombie:</strong> Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control.</p><p><strong>Charchee, Lich:</strong> ?</p><p><strong>Rugen Phimister, Ghoul:</strong> Rugen Phimister was (or still is, as he sees it) a tax collector for a local lord. While alive, he overcharged the tax, pocketing the extra money, but more often than not, he cheated his lord. Rugen loved his gold, yet he loved what gold could buy for him just as much, if not more. He owned a fine villa, fine clothing, and of all things, he ate well. To him, it seemed that he could never eat enough. In life, he was corpulent, grossly fat.</p><p>Yet all Rugen Phimister's ill-gotten wealth could not save him. While collecting taxes in a small, remote town, the strain of his extra weight overtaxed his heart, and he died. The dutiful townsfolk notified their lord of the tax collector's demise (and sent along what money Rugen had on him, along with his record book), and then buried the fat corpse in their burial grounds, in a mass grave, along with a handful of plague victims and two bandits who had been executed the same day, unblessed and without ceremony.</p><p>For most men, this would be the end of their tale, but not Rugen. An appetite like his could survive even death. When he awoke, there was enough to satisfy his hunger . . . at least for the time being.</p><p><strong>Fire Ghost, Fire Spirit:</strong> ?</p><p><strong>Undead Mount:</strong> <em>Undead Mount</em> spell.</p><p></p><p><strong>Undead:</strong> Some undead are clearly evil, directed or created by or allied to dark powers.</p><p>Whatever causes undead to come into existence (spell, natural process, divine deed, or unknowable mystery) are strong in the Realms; there are a LOT of undead.</p><p>The arts of creating and controlling undead are Evil-and, as many have learned to their detriment, very dangerous.</p><p>Created by the foulest magics.</p><p><strong>Apparition:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Crawling Claw:</strong> Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches.</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Curst:</strong> Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches.</p><p><strong>Death Knight:</strong> ?</p><p><strong>Demilich:</strong> Demi-lichdom is not a state that can be deliberately chosen or prepared for; why and how it occurs to some liches and not to others remains a mystery, although great strength of will and activity as a lich seems to make demi-lichdom more likely. Perhaps fell Lower Plane or divine powers are involved. Some liches consume larvae (see Monster Manual) on a regular basis rather than employing Nulathoe's Ninemen to maintain bodily vitality; some sages have advanced the hypothesis that a demi-lich's sentience originates with such creatures. </p><p><strong>Dracolich:</strong> ?</p><p><strong>Eye of Fear and Flame:</strong> ?</p><p><strong>Ghast:</strong> Ghasts are ghouls who have wandered or been taken into the Abyss and gained superior powers due to exposure to the intense evil there. </p><p>Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. </p><p><em>Unlife</em> spell.</p><p><strong>Ghost:</strong> Now true ghosts almost always began as powerful humans who during life possessed both an evil disposition and a powerful will. How exactly such a person actually does become a ghost remains a mystery, but one recurrent factor seems to be that their passing from life is marked by great anger or hatred. </p><p>Whether or not this ultimately results in the spirit's being unable to rest, or whether the departed “earns” Its status as a result of its earthly misdeeds isn't really known, and perhaps both likelihoods are possible. </p><p><em>Unlife</em> spell.</p><p><strong>Ghoul, Eater of the Dead:</strong> Ghouls were once evil humans who preyed upon others in life and who died unblessed. </p><p>Victims who are killed by ghouls become ghouls themselves if they are not blessed before being buried. </p><p>The ghoul is a human or demi-human who has risen from the grave to feed on human and other corpses. Some ghouls are self-made. In life, they were human predators who fed off the ill fortune of their fellow men. Their lives ended, yet their evil survived. Dying unblessed and buried unsanctified, they are cursed to continue feeding as ghouls. </p><p>Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. </p><p><em>Unlife</em> spell.</p><p><strong>Lacedon:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Half-Strength Spectre:</strong> Any human drained completely of life energy by a spectre becomes a half-strength spectre under its control. Any human victim completely drained of life becomes a half-strength spectre under command of the one that slew it.</p><p>When a person is drained of life by a spectre, his body does not vanish into thin air. Rather, the corpse remains, the soul leaves, and the negative part of the being that is jealous and hateful of life takes form as a spectre. Only humans can become spectres. Other races drained of life by a spectre simply die.</p><p>This was a normal spectral existence as long as the castle was in ruins. But since it has been rebuilt by the Yamashita, the spectres' anger is stirred. Not only is their resting place disturbed, but it is now inhabited by their enemies. Mitsuro, the most powerful of the three, wants to destroy the Yamashita that inhabit “his” castle. He and his spectral companions are draining the castle residents of life one by one, converting them to spectres under Tanomitsu control.</p><p>PCs slain by these half-strength spectre's become half-strength spectres also under the control of Tanomitsu Mitsuro.</p><p><strong>Half-Wight:</strong> The only relief for this cheerless existence is the occasional intrusion of living beings. These wights attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights themselves.</p><p><strong>Haunt:</strong> The heavy carriage was deliberately left in this corner to protect an iron spike hammered into the ground. It was here in this corner that the wizard, once servant to the family who built the mansion, arranged for an “accident” to befall the family patriarch upon learning the man intended to denounce him as a practitioner of the black arts. A rope tied to the rafters, which held a heavy set of wagon wheels, was cut, causing the wheels to fall and crush their victim. Although buried in the family crypts within the house, the old man's spirit remained here, seeking revenge, until a cleric was paid to lay it to rest, pinning the spirit in the ground with the spike. Should that spike be removed, the man's haunt will be released.</p><p><strong>Huecuva:</strong> ?</p><p><strong>Ixitxachitl Vampiric:</strong> ?</p><p><strong>Lich:</strong> The urge for immortality is so strong in some powerful mages and magic-user/clerics that they aspire to lichdom, despite its horrible physical side effects and the usual loss of friends and living companionship. Lichdom must be prepared for in life; no true lich ever is known to have come about “naturally.” </p><p>To become a lich, a magic-user or magic-user/cleric must attain at least the 18th level of experience as a magic-user. The candidate for lichdom must have access to the spells magic jar, enchant an item, and trap the soul. Nulathoe's Ninemen, a fifth-level magic-user spell (detailed in the FORGOTTEN REALMS boxed set) which serves to preserve corpses against decay, keeping them strong and supple as in life, is also required. </p><p>The process of attaining lichdom is ruined if the candidate dies at any point during it. Even if successful resurrection follows, the process must be started anew. The process involves the preparation of a magical phylactery and a potion. Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Preparation of the phylactery is so expensive that most candidates do not wish to waste all the effort of its preparation by dying after it is completed but before they are prepared for lichdom. </p><p>The nine ingredients of the potion are as follows: </p><p>Arsenic (2 drops of the purest distillate)</p><p>Belladonna (1 drop of the purest distillate)</p><p>Blood (1 quart of blood from a dead virginal human infant killed by wyvern venom)</p><p>Blood (1 quart from a dead demihuman slain by a phase spider)</p><p>Blood (1 quart from a vampire or a being infected with vampirism)</p><p>Heart (the intact heart of a humanoid killed by poisoning; a mixture of arsenic and belladonna must be used)</p><p>Reproductive glands (from seven giant moths dead for less than 10 days, ground together)</p><p>Venom (1 pint or more, drawn from a phase spider less than 30 days previous)</p><p>Venom (1 pint or more, drawn from a wyvern less than 60 days previous)</p><p>The ingredients are mixed in the order given by the light of a full moon and must be drunk within seven days after they combine into a bluish-glowing, sparkling black liquid. All of the potion must be drunk by the candidate, and within 6 rounds will produce an effect as follows (roll percentile dice): </p><p>01-10 All body hair falls out, but potion is ineffective (the candidate knows this). Another potion must be prepared if lichdom is desired.</p><p>11-40 Candidate falls into a coma for 1d6 + 1 days, is physically helpless and immobile, mentally unreachable. Potion works; the candidate knows this.</p><p>41-70 Potion works, but candidate is feebleminded, Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate.</p><p>71-90 Potion works, but candidate is paralyzed for 2d6 + 2 days (no saving throw, curative magics notwithstanding). There is a 30% chance for permanent loss of 1d6 Dexterity points.</p><p>91-96 Potion works, but candidate is permanently deaf (01-33), dumb (34-66), or blind (67-00). The lost sense can only be regained by a full or limited wish.</p><p>97-00 Death of the candidate. Potion does not work. </p><p>The successfully prepared candidate for lichdom can exist for an indefinite number of years before becoming a lich. He will not achieve lichdom upon death unless preparation of his or her phylactery is complete. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot mentally or magically be detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed or insanity or memory loss occurs. (A charmed candidate can never be made to reveal where his phylactery is – although he could be compelled to identify what the phylactery is, if shown it.) </p><p>The phylactery may take any form – it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, must be solid and of high-quality workmanship if man-made, and cannot be an item having other spells or magical properties on or in it. It may be decorated or carved in any way desired for distinction. </p><p>Enchant an item is cast upon the phylactery (this is one of the rare cases in which this spell can be cast on unworked material), a process requiring continual handling of the phylactery for a long time, as described in the PLAYER'S HANDBOOK. The phylactery must successfully make its saving throw as noted in the spell description. It must be completely enchanted within nine days (not the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required. </p><p>When the phylactery is thereby made ready for enchantment, the candidate must cast trap the soul on it. Percentile dice are rolled; the spell has a 50% chance or working, plus 6% per level of the candidate (or caster, if it is another being) over 11th level. The phylactery glows with a flickering blue-green faerie fire-like radiance for one round if it is successfully receptive for the candidate's soul. </p><p>The candidate then must cast Nulathoe's Ninemen on the phylactery, and within one turn of doing so, cast magic jar on it and enter it with his life force. No victim is required for this use of the magic jar spell.</p><p>Upon entering the phylactery, the candidate instantly loses one experience level along with its commensurate spells and hit points. The soul and lost hit points remain in the phylactery, which becomes AC 0 and has those hit points henceforth. The candidate is now a lichnee, and must return to his own body to rest for 1d6 + 1 days. The ordeal of becoming a lichnee is so traumatic that the candidate forgets any memorized spells of the top three levels available to him, and cannot regain any spells of those levels until the rest period is complete. (Candidates usually then resume a life of adventuring to regain the lost level.) </p><p>The next time the lichnee candidate dies, regardless of the manner or planar location of death, or barriers of any sort between corpse and phylactery, the candidate's life force will go into the phylactery. For it to emerge again, there must be a recently dead (less than 30 days) corpse within 90 feet of the phylactery. The corpse may be that of any creature, and must fail a saving throw vs. spell to be possessed. If it makes its saving throw, it will never receive the lich. </p><p>If the creature had 3 hit dice or fewer in life, it saves as a zero-level fighter. If it had 3 + 1 hit dice or greater in life, it saves as if it were alive, with the following alignment modifiers: LG, CG, NG: + 0; LN, CN, N: - 3; LE, - 4; NE: - 5; CE: -6. The candidate's own corpse, if within range, is at -10, and may have been dead for any length of time. The lichnee may attempt to enter his own corpse once per week until succeeding. (A phylactery too well-hidden might never offer the lichnee a corpse to enter. Many lichnee commit suicide to save themselves such troubles.) When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich. </p><p>Seven days after ingesting any part of the candidate's original body, a wightish lichnee body will metamorphose into a body similar to the candidate's original one, and manifest full lich powers and abilities (re-roll hit points using eight-sided dice). </p><p>Consider a lich, for example: a mage or cleric so thirsty for immortality as to try to cheat death, and already powerful at magic.</p><p><strong>Mummy, Crypt Guardian:</strong> The preparers, usually priests, began the mummification process with a live victim, usually a warrior-one of their own people. Their spells kept the poor soul in his body after it died, while they removed and preserved his vital organs, then dried out and preserved his body. </p><p>Mummies do not exist of their own accord. Unlike life-draining undead, they do not give birth to their own kind out of the bodies of their victims. Mummies are created by men to act as tomb guardians. The process is similar to that required to create a skeleton or a zombie, but requires long preparation of the body, expensive and rare preservative spices and compounds, and a spell to bring them to “life.” For the mummy creation ritual to be successful, the mummy must be a living being (usually human) when the mummification process begins. The unspeakable horror and agony of the process (the body dies, but the soul and mind remain aware and trapped within) are responsible for the mummy's “unholy hatred of life.” </p><p>The mummification rituals draw upon power from the Negative Material Plane, replacing life energy with death energy. </p><p>The common mummy (as described in the MONSTER MANUAL), has been brought into being by the acts of others. </p><p>As part of the mummification process, the internal organs of the living victim are removed and preserved separately in three canopic jars, immersed in an elixir made from the bodies of larvae. These organ jars must remain within the tomb guarded by the mummy. </p><p>The greater mummy Hsssthak of the ancient reptilian creator race guards one such legacy-a pair of spells left to their lizard man descendants, spells which could allow that race to regain much of its lost power and prestige.</p><p>His tomb was discovered by ancestral elves who did not want the lizards to regain lost stature, but felt that the spells might have value in the future. Using the rituals found within the tomb, the elves mummified their own people to keep interlopers away from the ancient spells.</p><p>The ancient elves who sought to prevent access to Hsssthak's tomb converted this outer tomb area into a trap, populated by mummy guardians of their making-their own people turned into horrendous undead guardians.</p><p><em>Unlife</em> spell.</p><p>The Tome of Life Eternal</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Poltergeist:</strong> Long ago, one of the wizard's young apprentices was fetching a book from an upper shelf when it slipped from his grasp and fell to the floor. His enraged master beat the boy mercilessly, causing his death. The lad's spirit now haunts this room in the form of a poltergeist.</p><p>The boy's angry spirit, now bound to the room in which he died, will toss a book at a random PC, causing the character to save vs. fear or flee the room if struck.</p><p><strong>Revenant:</strong> ?</p><p><strong>Shadow:</strong> Some persons who die are not yet ready to leave life. Others are murdered or killed under traumatic conditions. When that happens, the one who died may leave behind a shadow-that part of a spirit or soul that grasps greedily after life. It is usually tied to a place of emotional significance-the scene of its death, for instance. </p><p>If human characters are slain by the shadows, they become shadows.</p><p><em>Unlife</em> spell.</p><p><strong>Sheet Ghoul:</strong> ?</p><p><strong>Sheet Phantom:</strong> ?</p><p><strong>Skeleton:</strong> When a skeleton is animated, the enchantment accomplishes two things. First, it knits the bones together magically, binding them with force drawn from the Negative Energy Plane. Almost all the bones have to be there-without mostly complete remains, the spell is almost impossible to hold together. </p><p>Second, the spell binds energy called the animus into the skeleton to animate it. That's not the same as the spirit or soul of the deceased. It is only a fragment of soul energy, the portion that helped keep the soul in the living body. In death, the animus lingers around the remains until they turn to dust. This is true no matter what the race of the creature whose bones are animated. </p><p>Village cemeteries in the area are being disturbed, not by grave robbers, but rather by the odd magical powers of Kendra, a madwoman with the ability to animate the skeletal dead.</p><p>Besides obeying their orders to the letter, they are the easiest type of undead to raise, and are relatively simple to create.</p><p>The robed fellow spoke up again. “Can a skeleton be raised if it's buried? Or does it have to be uncovered first?”</p><p>Tarif frowned as she replied. “No, skeletons can be raised right up out of the ground. When the magic knits their bones together, they're charged with Negative Plane energy. This unnatural force has an “unbinding” effect on Prime Material Plane matter, allowing the skeleton to push and scramble its way out of the ground like a worm through sand. Or push the stone plug out of a crypt. And so on. But that burst of energy fades after a minute or so, and then the skeleton is no more powerful than a healthy man or dwarf!”</p><p>After the appropriate spell is cast, it takes one round for a skeleton's animation to become complete. At the DM's discretion, certain spell variations may allow the skeleton to be raised from its grave. In such a case, one additional round is required for it to free itself if buried in the ground or sealed in a crypt. At the DM's discretion, this may take longer due to unusual circumstances. In certain situations, the undead cannot free itself at all (if, for instance, it is sealed behind a brick wall or buried beneath a landslide).</p><p>Kendra the Mad's ability to raise skeletons comes from an arcane grimoire and does not require normal spell-casting procedures to be effective.</p><p>Kendra was unbalanced to begin with. At the start of her apprenticeship they seemed simple eccentricities, tolerated by her master, the fell necromancer Daal Kamin: her fits of giggling, her odd fondness for things dead and decaying . . . One day she sneaked away with the black-bound tome of Garris Hominus, no true man, he, but a shadow creature skilled in the arts of necromancy and conjurings from beyond the grave. Most of what she read there was beyond her ability to grasp, but all of it burned terribly into her brain, and cursed her with night-haunted visions of corpses and worm-eaten bones. Bones with the clean, simple lines of death, uncomplicated by disorderly flesh and human needs. Bones that fascinated her with a growing compulsion, until she had no choice but to try a spell she had gleaned from the black volume.</p><p>The spell worked better than she could have imagined. The long-separated bones of the dead reformed with unnatural life, and pushed forth from their graves in every village for miles around. Her laughter rang out as she opened the gates to their clattering knock, and tears of amusement streamed down her face as the dead attacked the living, leaving only bones that reformed in their turn and swelled the ranks of her skeletons. Her minions. Even Daal Kasmin was startled from his sleep and died protesting that such magic was beyond her.</p><p>The power of that first terrible spell soon faded. Her mind was incapable of repeating such awesome magic. Laughing, muttering, and sometimes sobbing to herself, Kendra wandered away down the moonlit road, leaving a stronghold of dead men and bones behind her.</p><p>Yet the magic lingers around her. Kendra is drawn to graveyards and tombs, and when she walks past, the bones of the dead knit together once more and follow her on her nighttime expeditions. She is unthinking, and the skeletons which follow her are uncontrolled. She has no bidding for them save her unspoken wish to see the clean lines of death so nicely represented in skeletal form.</p><p>And the skeletons obey.</p><p>At least once a month, during the new moon, Kendra is drawn to a graveyard or other place where skeletons may be found. At that time, she sings and mutters to herself, undoubtedly repeating portions of the original spell. Soon 2d6 skeletons rise from the ground and join her for her midnight ramble.</p><p><em>Unlife</em> spell.</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Son of Kyuss:</strong> ?</p><p><strong>Spectre:</strong> This can also occur spontaneously when an evil or hateful NPC of Lawful Evil alignment dies. If that NPC has sufficient motivation (in the DM's judgment), he may return to haunt the living as an undead spectre. The NPC should make a saving throw vs. death magic. If successful, he becomes a spectre. </p><p><em>Unlife</em> spell.</p><p><strong>Vampire, Lesser Vampire:</strong> To use the word “lesser” in regard to any vampire is a misnomer, but the typical vampire begins as a luckless mortal who falls prey to one of these creatures of the opposite sex. It is through the original vampire's feeding off the blood of the host that this process takes place, with the host creature losing one experience level per feeding until death. Within 24 hours after burial, the host then arises as a vampire under the control of its original slayer, remaining under its dominion until the slayer is itself somehow destroyed.</p><p><em>Unlife</em> spell.</p><p><strong>Eastern Vampire:</strong> ?</p><p><strong>Wight:</strong> Wights are formed from the bodies of men and women of noble birth who are buried in earthen tombs. There, their bodies are sought out by an evil spirit of power which has no way of interacting with the Prime Material Plane unless he inhabits such a body. </p><p>When the spirit inhabits the body, it halts the normal process of decay and instead works its magic to partially petrify the body. When the body has the right balance of flesh and mineral, it can move again under the spirit's guidance. </p><p>Why the spirit wants to return to a semi-fleshy form is unknown. </p><p>If a lichnee enters another's corpse, he is limited to the corpse's living strength, and will have no more than 4 hit dice. The intelligence and wisdom of the lichnee candidate are preserved, and the corpse will rise after 1d3 turns of apparent continuing death (the lichnee's presence being undetectable during this time) as a wight.</p><p><em>Unlife</em> spell.</p><p><strong>Wraith:</strong> <em>Unlife</em> spell.</p><p><strong>Zombie:</strong> Zombies that are actually dead often, at least in the Netherese tradition, come from once living zombies. As the body's spirit dies, rebellion goes with it.</p><p> Jeremiah looted a local graveyard and magically animated 18 corpses to be his zombie patrol.</p><p><em>Unlife</em> spell.</p><p><strong>Zombie Juju:</strong> ?</p><p><strong>Zombie Monster:</strong> These bugbear zombies, magically created by Jeremiah, have been given the same instructions as the 18-member zombie patrol.</p><p></p><p>Undead Mount</p><p>Level: 1 Components: V, S, M</p><p>Range: Touch Casting Time: 1 round</p><p>Duration: 1 turn + 1 turn/level</p><p>Saving Throw: None</p><p>Area of Effect: Special</p><p>Explanation/description: By means of this spell, a magic-user can animate a dead horse or similar creature, or create one from bones. The mount created will be under the complete mental control of the caster, and may be ridden by one or more creatures and/or carry burdens, to a maximum weight of 3,000 gp. Overloading such a mount, or attempting to create one from insufficient bones, will break the spell instantly, wasting the magic. (Note that the bones used need not ail come from the same creature.) Broken bones and crippled lame corpses can be successfully used.</p><p>An undead mount is unintelligent and thus unaffected by enchantment/charm magic, is neutral in alignment, and moves at a 22. rate regardless of encumbrance (or slower at the caster.s mental bidding). Undead mounts always move in utter silence, and can be destroyed by inflicting 1 d4+1 hp per level of the caster points of damage on them (ail types of weapons will hit). The caster may choose in the initial casting to have the mount glow very faintly. The material components for this spell are a drop of water, a human hair, a pinch of powdered hoof from any riding animal, and the corpse or bones that will act as the body of the mount. Undead mounts cannot be turned.</p><p></p><p>Unlife (Necromantic)</p><p>Level: 8 Components: V,S,M</p><p>Range: Touch Casting Time: 1 round</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Special</p><p>Explanation/description: This powerful magic enables the caster to create undead from corpses and skeletal remains. Undead take 20 turns (minus the level of the caster) to come to unlife, and upon appearance, will attempt to carry out one task or action stated n the spell-casting (typically, to attack the first creature other than the caster to enter the place where the spell was cast). The created undead is not otherwise under the control of the caster. The caster has a 7% chance per level of successfully choosing the type of undead created. Otherwise, use the following percentile table to determine what sort of undead the carrion is transformed into.</p><p>UNLIFE SPELL TABLE</p><p>Level of Caster Skeleton or Zombie Ghoul Ghast Shadow Wight Wraith Mummy Spectre Ghost Vampire Other (DM'S choice)</p><p>16-18 01-12 13-25 26-36 37-48 49-57 58-64 65-71 72-83 84-87 88-93 94-00</p><p>19-21 01-10 11-23 24-34 35-46 47-55 56-62 63-69 70-81 82-85 86-91 92-00</p><p>22-24 01-08 09-21 22-32 33-44 45-53 54-60 61-67 68-79 80-83 84-89 90-00</p><p>25-27 01-06 07-19 20-30 31-42 43-51 52-58 59-65 66-77 78-81 82-89 90-00</p><p>28-30 01-04 OS-17 18-28 29-40 41-49 SO-56 57-63 64-75 76-79 80-89 90-00</p><p>31+ 01-02 03-15 16-26 27-28 39-47 48-54 55-61 62-73 74-77 78-89 90-00</p><p>Normally only a single undead can be created by this spell. Sometimes (2 in 6 chance) two or three may be inadvertently created, if other carrion is within 2” of the casting. Types of extra undead are not selectable by the caster, nor are such extra undead obligated to carry out any task or refrain from attacking the caster, who may not even be aware of their existence.</p><p>The reverse of this spell, go down, causes a single undead to be reduced to lifeless remains (if non-corporeal, it is reduced to dust forever). Such remains, not dust, could be reanimated by later magic. The material components for both forms of the spell are a pinch of dust, a pinch of ashes, a drop of blood, a drop of water, and a fragment of bone.</p><p></p><p>The Tome of Life Eternal</p><p>The tome describes the process used to create normal mummies and the best means to destroy them. An Evil cleric who possessed this volume would be able to preserve a living human (or demi-human) and turn it into a mummy. Non-Evil clerics may safely read the book, but turning a living being into an undead one is an intensely Evil act and should have a definite impact upon the character's alignment. Furthermore, any sane character, Good or Evil, who reads the book must make a Horror Check.[/spoiler]</p><p></p><p>A1-4 Scourge of the Slave Lords[spoiler]</p><p><strong>Haunt:</strong> This figure is a haunt, the restless spirit of a person who died leaving a vital task unfinished.</p><p>This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort.</p><p><strong>Jon, Haunt:</strong> This haunt was once a sergeant of the guard named Jon. His task had been to defend the inner walkway and the trapdoor at its end from invaders, but he died as the last man of his force, with the knowledge that he had failed. In order to end his existence, Jon must successfully defend the area against all intruders, either slaying them or driving the intruders off.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176883/A1-Slave-Pits-of-the-Undercity-1e?affiliate_id=17596" target="_blank">A1 Slave Pits of the Undercity (1e)</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176893/A2-Secret-of-the-Slavers-Stockade-1e?affiliate_id=17596" target="_blank">A2 Secret of the Slavers Stockade</a>[spoiler]</p><p><strong>Haunt:</strong> The restless spirit of a person who died leaving a vital task unfinished.</p><p>This figure is a Haunt, the restless spirit of a person who died leaving a vital task unfinished.</p><p>This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17030/A4-In-the-Dungeons-of-the-Slave-Lords-1e?affiliate_id=17596" target="_blank">A4 In the Dungeons of the Slave Lords (1e)</a>[spoiler]</p><p><strong>Lacedon, Marine Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17031/C1-The-Hidden-Shrine-of-Tamoachan-1e?affiliate_id=17596" target="_blank">C1 The Hidden Shrine of Tamoachan (1e)</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Tloques-Popolokas, Vampire:</strong> He does not drain blood in the normal vampire manner, but must first drain it into a receptacle and then drink it. He is thus not a typical vampire, gaining his powers through his allegiance to Zotz.</p><p><strong>Ayocuan, Wight:</strong> ?</p><p><strong>Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17032/C2-The-Ghost-Tower-of-Inverness-1e?affiliate_id=17596" target="_blank">C2 The Ghost Tower of Inverness (1e)</a>[spoiler]</p><p><strong>Wight:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17034/C4-To-Find-a-King-1e?affiliate_id=17596" target="_blank">C4 To Find a King (1e)</a>[spoiler]</p><p><strong>Gamrad Longlimb, Revenant:</strong> He has come to slay his killer. Dugal and Gamrad were old enemies, and a few months ago Dugal was forced to kill Gamrad in self-defense. Gamrad’s hatred and desire for vengeance enabled him to assume this undead state.</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17035/C5-The-Bane-of-Llewellyn-1e?affiliate_id=17596" target="_blank">C5 The Bane of Llewellyn (1e)</a>[spoiler]</p><p><strong>Heimwell the Haughty, Ghost:</strong> ?</p><p><strong>Tornum the Terrible, Royberno, Skeleton Warrior:</strong> ?</p><p><strong>Suradel the Scholar, Vampire:</strong> Unknown to his subjects, Suradel was cursed with vampirism before his death.</p><p><strong>Lightmal the Dark, Spectre:</strong> ?</p><p><strong>Headless Horseman Wraith:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17041/D12-Descent-into-the-Depths-of-the-Earth-1e?affiliate_id=17596" target="_blank">D1-2 Descent Into the Depths of the Earth</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Asberdies, Lich:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17043/D3-Vault-of-the-Drow-1e?affiliate_id=17596" target="_blank">D3 Vault of the Drow</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Belgos, Drow Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16909/DL8-Dragons-of-War-1e?affiliate_id=17596" target="_blank">DL8 Dragons of War (1e)</a>[spoiler]</p><p><strong>Spectral Minion:</strong> Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Like ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows, or quests.</p><p><strong>Spectral Minion Berserker:</strong> Some agents of evil in the tower were driven into a berserking frenzy when the Cataclysm came upon the world. Though quested to find the Khas game pieces, they have rebelled against the task and have no hope of ever being freed from their charge.</p><p><strong>Spectral Minion Guardian:</strong> These minions were quested, at the death of Yarus, to guard the ways of the Khas pieces.</p><p><strong>Spectral Minion Philosopher:</strong> Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book.</p><p><strong>Spectral Minion Reveler:</strong> Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book.</p><p><strong>Spectral Minion Searcher:</strong> These armed (broadswords) minions of evil stalk the halls of the tower, forever searching for the Khas game pieces.</p><p><strong>Spectral Minion Warrior:</strong> Both good and evil warrior minions wander the tower. They fight a battle with each other every day, neither side gaining an advantage, both sides grimly determined to win.</p><p><strong>Virkhus, The Horn of the Dawn, Undead Knight Returned:</strong> ?</p><p><strong>Soth, The Black Rose Knight, Death Knight:</strong> Soth was an ancient Lord Knight of Solamnia at Dargaard Keep. Through his own foolish acts he called a terrible doom upon himself and his associates, including his loyal Knights.</p><p><strong>Lord High Cleric Yarus, Lord High Clerist, Old Yarus, Undead Cleric 23:</strong> Yarus, Lord High Cleric of the Knights of Solamnia was the most powerful man in Solamnia. He sat atop his great tower, built in the Westgate Pass south of Palanthus, and watched the world pass.</p><p>Yarus came from a very old line of Solamnic Clerics. His forefathers had been of the Order of the Crown since the days of Vinas Solamnus.</p><p>Yarus was not concerned for the power of his position but for the good works he could perform while there. Ever and always was he an opponent of evil. Thus it might seem strange that he befriended his greatest enemy.</p><p>Kurnos was the greatest tyrant remaining during the Age of Might. Himself a prisoner of Yarus, he was treated more like a guest than someone taken in battle.</p><p>Both men found their greatest diversion in games of Khas. They would amuse themselves for hours on end, playing games that would last for weeks. So even were they in their final game that it continued for over four months with neither gaining the advantage. They were playing when the Cataclysm came.</p><p>A great pillar in the Hall of Yarus fell as they played. It struck Yarus from behind, knocking him from his chair. The pillar crushed his body and pinned one of his hands at his side. Thus did Yarus find himself powerless and dying.</p><p>Kurnos, sitting placidly in his chair despite the destruction that raged outside, looked silently for a moment at Yarus, then smiled. Slowly rising to his feet, the evil bishop reached out with both arms and swept the pieces to his side of the board. “Your men are mine, I have won!”</p><p>With his free hand, Yarus gestured once and all his Khas pieces disappeared from the board. With this last mortal gesture, Yarus died. Yet as the fire burned in Kurnos’s eyes, the voice of Yarus filled the domed hall. “I will return to finish our game, friend Kurnos, when the 33rd piece is come.”</p><p><strong>Death Knight:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Phantom:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16936/DL16-World-of-Krynn-1e?affiliate_id=17596" target="_blank">DL16 World of Krynn (1e)</a>[spoiler]</p><p>1e</p><p><strong>Banshee, Groaning Spirit:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Eye of Fear and Flame:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Sheet Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Huecuva:</strong> ?</p><p><strong>Lacedon, Marine Ghoul:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Sheet Phantom:</strong> ?</p><p><strong>Skeletal Warrior:</strong> While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year.</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed.</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself.</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east.</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest.</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy.</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria.</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod.</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact.</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest.</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart.</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep.</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal!</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves.</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors.</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose.</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Son of Kyuss:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> </p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Monster Zombie:</strong> ?</p><p><strong>Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose:</strong> While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year.</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed.</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself.</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east.</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest.</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy.</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria.</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod.</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact.</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest.</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart.</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep.</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal!</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves.</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors.</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose.</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type.</p><p><strong>Jariket, Lich:</strong> ?</p><p><strong>Kitiara, Penanggalan:</strong> ?</p><p><strong>Pietro Kristofsky, Prefect of Paladine, Revenant:</strong> The creature is the revenant of Pietro Kristofsky, Prefect of Paladine. He has waited for over 300 years to get revenge on Lord Soth and his skeletal warriors for killing him.</p><p><strong>Marantha, Banshee:</strong> ?</p><p><strong>Gisela, Banshee:</strong> ?</p><p><strong>Joanee, Banshee:</strong> ?</p><p><strong>Leedara, Banshee:</strong> ?</p><p><strong>Apparition:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Undead:</strong> While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year.</p><p>Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed.</p><p>The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself.</p><p>She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east.</p><p>Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest.</p><p>His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy.</p><p>Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria.</p><p>She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod.</p><p>The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact.</p><p>Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest.</p><p>Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart.</p><p>This was more than Soth could bear! He ordered his men to break camp at once and to bring the women</p><p>with them. They were returning to Dargaard Keep.</p><p>If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal!</p><p>Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves.</p><p>Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors.</p><p>The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose.</p><p>Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/162788/Dragonlance-Adventures-1e?affiliate_id=17596" target="_blank">Dragonlance Adventures</a>[spoiler]</p><p><strong>Spectral Minion:</strong> Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive.</p><p><strong>Spectral Minion Berserker:</strong> Some agents of evil are driven into a berserking frenzy when they become minions. This happened in many cases during the Cataclysm. These beings have rebelled against their quests and have no hope of ever being freed from their charges.</p><p><strong>Spectral Minion Guardian:</strong> These minions were quested to guard some passage or object.</p><p><strong>Spectral Minion Philosopher:</strong> ?</p><p><strong>Spectral Minion Reveler:</strong> These minions revel through the halls and places to which they are tied. They are often found dancing madly or laughing in groups while drinking spectral ale. They dine gluttonously and play parlor games. Their frolicking has a dangerous, hypnotic effect on mortals who see them . Often adventurers are drawn into these revels. These unfortunate mortals dance uncontrollably, losing Strength and will power, and become spectral minions unless someone rescues them.</p><p><strong>Spectral Minion Searcher:</strong> These armed minions of evil stalk their haunts, forever searching to fulfill their quests.</p><p><strong>Spectral Minion Warrior:</strong> These groups of minions are the spirits of mortals who were locked in mortal combat at the time of death.</p><p><strong>Lord Soth, Death Knight:</strong> Lord Soth, a Knight of the Rose who ruled in the far northeast reaches of Solamnia at Dargaard Keep had, in fact, been warned by his elven wife of the calamity that was coming.</p><p>But Soth had dark secrets to keep. He had wed the elf woman in secret though he was already married to a barren woman of human royalty. Having fathered a child by the elf woman. he then murdered his first wife and claimed that she died in childbirth. The child of the elf woman became his heir and he claimed the elf woman as his lawful wife. When warned of the impending doom of the world, Lord Soth rode forth with his loyal Knights behind him. Yet waiting for him along the way was a troop of elven clerical women who stopped him. They knew of his dark deeds and persuaded Soth to turn back in exchange for their silence.</p><p>Soth turned back and the Cataclysm took place. The elf woman and his child were consumed in a terrible fire before Soth's very throne. He returned to the keep to find the image of their bodies burned into the stone. No rug would cover it without being consumed. No brush would remove its stain.</p><p>Thus did Soth sit on his throne until he, too, died but even then the gods would not grant him relief from his torment.</p><p></p><p><strong>Undead:</strong> Chemosh is the lord of false redemption; he offers immortality at the price of exaltation. Those who follow his ways hope to live forever but will do so in bodies that are eternally corrupted. Nearly all of the evil undead have at one time or another made a pact with Chemosh or one of his servants.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeletal Warrior:</strong> His Knights, blind in their obedience to his will, remain with him still as skeleton warriors.</p><p><strong>Banshee, Groaning Spirit:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17004/Dungeon-Masters-Guide-1e?affiliate_id=17596" target="_blank">Dungeon Master's Guide (1e)</a>[spoiler]</p><p><strong>Undead:</strong> If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster).</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. However, upon the destruction of their slayer/drainer, such lesser undead gain energy levels from characters they subsequently slay/ drain until they reach the maximum number of hit dice (and their former level of class experience as well, if applicable) appropriate to their type of undead monster. Upon reaching full hit dice status, they are able to slay/drain and control lesser undead as they once were.</p><p><strong>Lesser Undead:</strong> When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. </p><p><strong>Lesser Vampire:</strong> If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster).</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. </p><p><strong>Lesser Vampire Thief 4:</strong> If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster).</p><p>When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. </p><p><strong>Minor Death:</strong> ?</p><p><strong>Mindless Undead:</strong> ?</p><p><strong>Intelligent Undead:</strong> ?</p><p><strong>Vecna, Arch-Lich:</strong> ?</p><p><strong>Vecna, Phantom:</strong> ?</p><p><strong>Ethereal Mummy:</strong> ?</p><p><strong>Vampire Cleric 7:</strong> ?</p><p><strong>Vampire Cleric 8:</strong> ?</p><p><strong>Vampire Cleric 9:</strong> ?</p><p><strong>Vampire Cleric 10:</strong> ?</p><p><strong>Vampire Magic-User 9:</strong> ?</p><p><strong>Vampire Magic-User 10:</strong> ?</p><p><strong>Vampire Magic-User 11:</strong> ?</p><p><strong>Vampire Magic-User 12:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Ixitxachitl Vampire:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p>Artifact minor benign power.</p><p>Artifact major malevolent effect FF.</p><p><strong>Fire Giant Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Fire Giant Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead: It is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1 hit die (or 1 + hit die) are so animated, the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). N.B.: This does not enable a cleric to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more.</p><p></p><p>FF. User withers and ages 3-30 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17006/Dungeoneers-Survival-Guide-1e?affiliate_id=17596" target="_blank">Dungeoneer's Survival Guide (1e)</a>[spoiler]</p><p><strong>Ghost:</strong> Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns.</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers.</p><p><strong>Lacedon, Marine Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns.</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers.</p><p><strong>Spectre:</strong> Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns.</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers.</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns.</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers.</p><p><strong>Wraith:</strong> Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns.</p><p>Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17040/EX2-The-Land-Beyond-the-Magic-Mirror-1e?affiliate_id=17596" target="_blank">EX2 The Land Beyond the Magic Mirror (1e)</a>[spoiler]</p><p><strong>Witch-Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16782/Forgotten-Realms-Campaign-Set-1e?affiliate_id=17596" target="_blank">Forgotten Realms Campaign Set (1e)</a>[spoiler]</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> Sabirine learned the secrets of lichdom but chose to die a natural death instead.</p><p><strong>Dracolich:</strong> ?</p><p><strong>Tharuighagh, Lich:</strong> ?</p><p><strong>Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty, Lich:</strong> ?</p><p><strong>Azimer, Lich:</strong> ?</p><p><strong>Aumvor the Undying, Lich:</strong> ?</p><p><strong>Arch-Lich Ruelve:</strong> ?</p><p><strong>Shoon, Demi-Lich Magic User 26+:</strong> ?</p><p><strong>Skeleton:</strong> Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons.</p><p><strong>Skeleton Animal:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampiric Guardian Ixitxachitl Cleric 6:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons.</p><p><strong>Monster Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/16802/FR1-Waterdeep-and-the-North-1e?affiliate_id=17596" target="_blank">FR1 Waterdeep and the North</a> [spoiler]</p><p><strong>Darcolich, Night Dragon:</strong> A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon.</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Deathknight:</strong> ?</p><p><strong>Penanggalan:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/16803/FR2-Moonshae-1e?affiliate_id=17596" target="_blank">FR2 Moonshae</a> [spoiler]</p><p><strong>Blood Warrior:</strong> The Blood Warriors are a type of undead soldier corrupted from normal human warriors by Kazgoroth's power.</p><p>The Beast has a unique ability to perform a corrupted type of mass charm spell, creating for itself a band of fanatically loyal undead troops known as Blood Warriors.</p><p><strong>Zombie Cauldron of Doom:</strong> Cauldron of Doom magic item.</p><p></p><p><strong>Undead:</strong> It is also likely that a druid will enlist the aid of fellow adventurers to deal with problem such as an infestation of goblins or the desecration of an ancient barrow by an evil cleric, who might even animate the buried bodies to bring a plague of undead upon the land.</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>Cauldron of Doom</p><p>This unique and potent item was cast by an ancient blacksmith under the watchful eye of the Beast, Kazgoroth. Its last rumored location was the Castle of Skulls in Llyrath Forest on the island of Gwynneth.</p><p>The cauldron can be used to create a zombie-like monster from a human corpse. If a corpse is thrown into the cauldron, it is imbued with a mindless form of animation; it will answer the commands of the one who threw it into the cauldron.</p><p>The zombie thus created is identical to a normal zombie, with a couple of exceptions. It has 4 (rather than 2) Hit Dice and thus attacks as a 4-HD monster. It also has an Armor Class of 5.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16804/FR3-Empires-of-the-Sands-1e?affiliate_id=17596" target="_blank">FR3 Empires of the Sands (1e)</a>[spoiler]</p><p><strong>Undead:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents.</p><p><strong>Ghast:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead.</p><p><strong>Ghost:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead.</p><p><strong>Prince Alemander V, Ghost:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents.</p><p><strong>General Nashram Sharboneth, Ghost:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents.</p><p><strong>Lich:</strong> ?</p><p><strong>Kartak Spellseer, Lich Magic User 31:</strong> ?</p><p><strong>Shadow:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead.</p><p><strong>Haunt:</strong> The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17554/FR5-The-Savage-Frontier-1e?affiliate_id=17596" target="_blank">FR5 The Savage Frontier (1e)</a>[spoiler]</p><p><strong>Delzoun:</strong> ?</p><p><strong>Monster Zombie Undead Ogre:</strong> ?</p><p><strong>Monster Zombie Undead Bugbear:</strong> ?</p><p><strong>Monster Zombie Undead Minotaur:</strong> ?</p><p><strong>Spirit:</strong> ?</p><p><strong>Banshee:</strong> ?</p><p><strong>Ghoul:</strong> The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation.</p><p><strong>Ghast:</strong> Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches.</p><p>The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation.</p><p><strong>Ghost:</strong> When the spirit from a summon ancestor spell appears, the summoner must make a Wisdom Ability Check to control it; otherwise the spirit becomes an uncontrolled ghost and immediately attacks all living beings around it.</p><p>The hall is haunted by four ghosts, tragic lovers who caused each other's deaths.</p><p>This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here.</p><p><strong>Ghostly Defender:</strong> A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come.</p><p><strong>Champion Spirit:</strong> ?</p><p><strong>Lizardman Lich:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Wulgreth, Lich-Like Being 26:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches.</p><p>The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation.</p><p><strong>Skeleton:</strong> Shamans of Yurtrus may animate dead to create skeletons and zombies.</p><p>In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available.</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Apatosaurus Skeleton:</strong> The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It is said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense.</p><p>During Runemeet, the combined power of the shamans can cause the bones to come together as an apatosaurus skeleton.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Vampire Hill Giant Shaman 6:</strong> ?</p><p><strong>Vampire Hill Giant:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> Shamans of Yurtrus may animate dead to create skeletons and zombies.</p><p>In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available.</p><p><strong>Monster Zombie:</strong> ?</p><p><strong>Apparition:</strong> This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here.</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Shan Nikkoleth, Deathknight:</strong> ?</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Haunt:</strong> A golden, decorated shield +3 lies half-hidden by shrubbery. The emblem design on the shield is that of a Griffon Rampant. A haunt, once a valiant cavalier, lurks nearby and attempts to possess any who take the shield. The dead cavalier's mission was to rescue a southern princess taken captive and sold in Waterdeep long ago. The princess is long dead too, but at least one of her descendants bears a remarkable resemblance to her.</p><p>This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16807/FR6-Dreams-of-the-Red-Wizards-1e?affiliate_id=17596" target="_blank">FR6 Dreams of the Red Wizards</a>[spoiler]</p><p><strong>Dread Warrior:</strong> Dread Warriors are like zombies, but they must be created just after death and they still retain some small intelligence-enough to carry out unimaginative orders.</p><p>A Dread Warrior must be created from the body of a fighter, who retains some of his fighting skill.</p><p><em>Animate Dread Warrior of Tam</em> spell.</p><p><strong>Zulkir Szass Tam, Lich Magic-User 24:</strong> ?</p><p><strong>Zombie:</strong> Shevas Tam then had his minions slaughter most of the Guild members and Shevas Tam turned them into zombies.</p><p>Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons.</p><p><strong>Skeleton:</strong> Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons.</p><p><strong>Wight:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p></p><p>Animate Dread Warrior of Tam</p><p>(Necromancy)</p><p>Level: 6 Components: V, S, M</p><p>Range: Touch Casting Time: 1 turn</p><p>Duration: Permanent</p><p>Saving Throw: None</p><p>Area of Effect: One creature</p><p>Explanation/Description: This spell is used on any newly-dead person on whom the preservation spell has been placed. The body becomes a zombie of unusual power and ability. It does not work on skeletons.</p><p>The body affected must be a person with good fighting ability, though it need not originally have been a fighter. However, the body loses any skills other than fighting skills it had, so fighters are the best candidates.[/spoiler]</p><p></p><p>GDQ 1-7 Queen of the Spiders[spoiler]</p><p><strong>Asberdies, Lich Magic User 20:</strong> ?</p><p><strong>Lich Magic User 18/Cleric 20:</strong> ?</p><p><strong>Bone Colossus:</strong> The white giant is a bone colossus, a being created from the joining of many skeletons.</p><p><strong>Belgos, Drow Vampire:</strong> ?</p><p><strong>Vlad Tolenkov, Vampire Magic User 15:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Wight:</strong> The portable hole contains a jeweled crown (80,000 gp), a gem-set orb (50,000 gp), and a scepter likewise encrusted with precious stones (65,000 gp) which were the lich’s in life. They now bear a curse which affects any living creature that takes them. The magic will turn the individual or individuals into a wight after sickening and dying. The curse can only be removed by a cleric of 20th or higher level. (The items radiate both magic and evil.)</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17046/I1-Dwellers-of-the-Forbidden-City-1e?affiliate_id=17596" target="_blank">I1 Dwellers of the Forbidden City (1e)</a>[spoiler]</p><p><strong>Jungle-Ghoul:</strong> ?</p><p><strong>Fungi-Encrusted Intelligent Skeleton:</strong> ?</p><p><strong>Orchonos, Vampiric Plantmen:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17048/I2-Tomb-of-the-Lizard-King-1e?affiliate_id=17596" target="_blank">I2 Tomb of the Lizard King</a> [spoiler]</p><p><strong>Vampiric Lizard Man:</strong> The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence.</p><p><strong>Female Vampiric Lizard Man:</strong> ?</p><p><strong>Sakatha, Vampire Vampiric Lizard King Magic-User 9:</strong> As Sakatha lay dying on the field, his shattered army scattering all around him, he spoke his final wish: that he might live to drink the very blood of those who had defeated him, and the blood of their offspring through the ages. Thus it was that Sakatha, by means of this badly worded dying wish, provided the means for his own return. After 200 years he has come back in a new form, a form suited to fulfill the contents of his wish exactly: Sakatha has awakened as a vampire.</p><p>The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence.</p><p><strong>Bride of Sakatha, Lizard Vampire:</strong> ?</p><p></p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Vampire:</strong> Curse on Sakatha's spell book.</p><p></p><p>SAKATHAS SPELL BOOK</p><p>Sakatha’s spell book is clearly just that, and will be recognized as a book of spells as soon as it is seen. The book is a large, thick book with gold-plated wooden covers. It is closed and locked with a simple clasp lock. There are no runes or inscriptions of any kind on the cover. The book, however, carries a special curse: any person (other than Sakatha) who ever uses the book can never be rid of it, and that person will lose 1 point of intelligence per week. When the intelligence score is reduced to zero, the person will die (no save). If buried, the dead person will awaken as a vampire in 1-10 weeks. A remove curse spell will enable the victim to be rid of the book and will stop the drain on intelligence, but will not restore the lost intelligence points.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/196428/I35-Desert-of-Desolation-1e?affiliate_id=17596" target="_blank">I3-5 Desert of Desolation (1e)</a>[spoiler]</p><p><strong>Munafik, Undead Magic User 10:</strong> Munafik read old and wicked books to prolong his life, but the books turned him undead.</p><p><strong>Spectral Minion:</strong> ?</p><p><strong>Ghostship:</strong> ?</p><p><strong>Cursed City Vision Priest:</strong> ?</p><p><strong>Cursed City Vision Passing Caravan:</strong> ?</p><p><strong>Cursed City Vision Business Transaction:</strong> ?</p><p><strong>Cursed City Vision Thundering Chariot:</strong> ?</p><p><strong>Cursed City Vision Elephant:</strong> ?</p><p><strong>Cursed City Vision Lovers:</strong> ?</p><p><strong>Ghost Thief:</strong> ?</p><p><strong>Ghost Fighter:</strong> ?</p><p><strong>Ghostly Mob:</strong> ?</p><p><strong>Al-Dolak, Ghost:</strong> If given the chance, the ghost will explain that he was Al-Dolak, the once-great Captain of the guard. He was involved in the assassination plot against the Sheik, but had only a cowards role to play. He assembled the guards for inspection just as the assassins were attacking the Sheik. Now he must stay here, looking upon their noble faces.</p><p><strong>Cryptknight:</strong> It is a cryptknight, who, while helping to assassinate the Sheik, was killed at the exact moment the Tower became time-trapped.</p><p><strong>Dust Specter, Dust Spectre:</strong> ?</p><p><strong>Habrauk Al-Nirin, Spectre:</strong> ?</p><p><strong>Krinos Pandipolous, Wraith:</strong> The wraith is the spirit of Krinos Pandipolous, the manager of the baths during the last years of the city. He was so evil that when the city was abandoned, he was chained to the benches in the changing room, cursed by all the departing clerics, and left to die.</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb."</p><p><strong>Ghost:</strong> ?</p><p><strong>Groaning Spirit:</strong> This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. Her spirit has become a groaning spirit that lives in this room.</p><p><strong>Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> These are the remains of adventurers who cursed the gods that put them here and were in turn cursed to become wandering skeletons in Phoenix.</p><p>The changing rooms may contain skeletons, created from the remains of dead adventurers who cursed the gods that put them here; they were, in tum cursed, to wander Phoenix for eternity, or until they are laid to rest.</p><p><strong>Spectre:</strong> ?</p><p><strong>Wight:</strong> Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths.</p><p>"Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb."</p><p><strong>Wraith:</strong> Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths.</p><p>"Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb."</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17049/I3-Pharoah-1e?affiliate_id=17596" target="_blank">I3 Pharoah (1e)</a>[spoiler]</p><p><strong>Amun-Re, Ghost:</strong> “In death my spirit gleefully approached my pyramid, but Osiris stopped my spirit from entering that tomb, for, said he, 'Your monument to life was to be the benefit you brought to the people under your stewardship, not this edifice of stone. As you Looked only to your death in life, so shall you look only to your life in death. I am bound to fulfill your curse, for you have called it down with the power in my name. But I do curse you Amun-Re, that you shall not enter this tomb where are the implements of your voyage to heaven, until some mortal soul does despoil this place, taking your staff of ruling and the star gem of Mo-Pelar from your theft-proof tomb.'”</p><p><strong>Munafik:</strong> Great Munafik/the priest most high.</p><p>Munafik, priest was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age.</p><p>Munafik searched too, for life eternal and some say that he sought to rob the pharaohs of their right to that life.</p><p>But through his study of all the Books of secret lore he only sought to serve.</p><p>In truth Munafik’s search was rewarded for the books showed him the way of life eternal here.</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead.</p><p><strong>Ghoul:</strong> “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.”</p><p><strong>Wight:</strong> “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.”</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths.</p><p><strong>Wraith:</strong> “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.”</p><p>Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths.</p><p><strong>Mummy:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17050/I4-Oasis-of-the-White-Palm-1e?affiliate_id=17596" target="_blank">I4 Oasis of the White Palm (1e)</a>[spoiler]</p><p><strong>Mummy:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17051/I5-Lost-Tomb-of-Martek-1e?affiliate_id=17596" target="_blank">I5 Lost Tomb of Martek (1e)</a>[spoiler]</p><p><strong>Cryptknight:</strong> Cryptknights are creatures that were time-trapped just as they died. Thus, they became trapped in their deaths.</p><p><strong>Spectral Minion:</strong> Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death.</p><p>They are long-dead Thune Dervishes who were caught half-way across the glass sea when dawn came. They are on the Skysea to search for a new god to worship and are cursed to stay here by the god they worshipped before.</p><p><strong>Ghostship:</strong> ?</p><p><strong>Groaning Spirit:</strong> This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting.</p><p><strong>Al-Dolak, Ghost:</strong> The ghost will speak, one round after appearing, explaining that he was AI-Dolak, the once great captain of the guard. He was involved in the assassination plot against the sheik, but had only a coward’s role to play. He assembled the guards for inspection just as the assassins were attacking the sheik. Now he must stay here forever, looking upon the noble faces of the once-honored guard.</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Lancer of Death, Spectral Minion:</strong> ?</p><p><strong>Death Watch, Spectral Minion:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17527/I6-Ravenloft-1e?affiliate_id=17596" target="_blank">I6 Ravenloft</a>[spoiler]</p><p><strong>Count Strahd von Zarovich, The First Vampyr, Vampire Magic-User 10:</strong> The death she saw in me turned her from me. And so I came to hate death, my death. My hate is very strong; I would not be called "death" so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.</p><p>I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever.</p><p>It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate.</p><p>Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.</p><p><strong>Strahd Zombie:</strong> They were called into being through a dark magic, now forgotten even by Strahd himself. Strahd zombies were created from the long-dead guards of Castle Ravenloft.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Maiden Vampire:</strong> ?</p><p><strong>Vampire:</strong> These are old, hapless victims of the Count.</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Helpful Spirit:</strong> ?</p><p><strong>Helga, Vampire:</strong> She claims to be the daughter of a villager, cruelly forced into service of the Strahd. She will plead on her hands and knees, if necessary, to be saved from this awful place. She will play the part of the innocent female to the last, only revealing her ferocity as a vampire when she attacks. She is, in fact, the daughter of one of the townspeople but she chose a life of evil with Strahd.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Prince Aerial du Plumette, Ghost:</strong> Ariel was a terrible man, who sacrificed more than himself in his quest for wings.</p><p><strong>Endorovitch the Terrible, Spectre:</strong> This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never did get over his guilt and, in his madness, killed many in his lifetime.</p><p><strong>Sasha Iviliskova, Vampire:</strong> This vampire is an old wife of Strahd's, a townsperson now under his control.</p><p><strong>Patrina Velikovna, Banshee:</strong> Patrina was a gypsy elf maiden who, having learned in early life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/178605/I10-Ravenloft-II-The-House-on-Gryphon-Hill-1e?affiliate_id=17596" target="_blank">I10: Ravenloft II: The House on Gryphon Hill (1e)</a>[spoiler]</p><p><strong>Strahd Von Zarovich, The Creature, Vampire Mage 10:</strong> I am rebirth, I am flight. The troubles of my previous life fade into shadows alone. I was peace itself. I was good and just. I practiced my arts for the benefit of all and healed the land with the gifts of a just god but the torment of my own dark self followed me. Within me was darkness, and hatred and envy. As I looked about, so too did this black shadow of mankind's soul seep slowly into all that I did, diluting its power and sapping its strength.</p><p>My own darkness, my own doubting, hatred and rage poisoned me as well; with so much done in the service of others, my own spite and pride tore at me in the back of my mind. In the end, it said to me, all there is, is death, and all these good works will be for naught.</p><p>Then came the vision. I saw a way by which I might rid myself of my own darkness. Indeed, might I not rid all mankind of its darker self? This would surely be perfection, joy and treasure. This was the Apparatus and once my mind conceived it, I could not rest until its completion.</p><p>Many nights did I work in the darkness of my secluded laboratory, my mind fevered with the immensity of what I would accomplish. Yet did success elude me! Failure after failure did I suffer. The key to the banishment of our darker self was ever hanging before me, without shape or substance; ever in a haze of taunting obscurity.</p><p>One night my tortured soul boiled with hate and anger. I cried out! “Why had the gods made man so? Why must we be tortured by contrast in this life, faced constantly with the choice of light and dark?” I would conquer this if I could. I would defy such law!</p><p>Then came to me with clarity the knowledge of what I must do. I saw the missing piece, its rod of crystal hewn just so; its length just thus. The sulphur sphere . . . it all made sense. I vowed to leave thus for a time the paths decreed by the just gods, for in the end much good could be accomplished . . . surely the gods would understand the need of that.</p><p>Within a fortnight the deed was done. The Apparatus stood complete within my laboratory. The great sulphur ball in its mechanism, the receptors below all arranged properly about the lead glass sphere. The tests had all been successful . . . I could let no one but myself be the first within that chamber.</p><p>The power surged with the spinning sphere. Lightning laced the chamber. Arrows of brilliance flew from the receptors and pierced the glass . . . my soul! The darkness encompassed me . . . it screamed!</p><p>When at last I awoke, I was free. Yet the great experiment worked all too well.</p><p>I could marry with good conscience the woman I loved and know that the darker self within me would be no obstacle to our joy and happiness. We were betrothed and the date was set.</p><p>I gave no thought then to where my darker soul had been sent. Where that part of me lived, I did not know. My pride had played one last trick upon me.</p><p>I continued my questing to perfect my device when on a terrible night of storm the Apparatus fled from my control and black darkness solidified within the crystal globe. From whence I had sent my dark self . . . it had returned!</p><p>Now it has taken form, unbidden and terrible. The creature . . . for no other name would suit . . . emerged from the shattering globe. I fled from the house in terror that such horror should have existed within me, only to return!</p><p>I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was the warrior. I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand.</p><p>All goodness slipped from my life; I found my youth and strength gone and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god's grace or justice.</p><p>I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both.</p><p>From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy” and “treasure.” Her name was Tatyana and I longed for her to be mine.</p><p>I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—”elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set.</p><p>With words she called me “brother,” but when I looked into her eyes they reflected another name..death.. It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine.</p><p>The death she saw in me turned her from me. And so I came to hate death,my death. My hate is very strong. I would not be called “death” so soon.</p><p>I made a pact with death, a pact of blood. On the day of the wedding I killed Sergei, my brother. My pact was sealed with his blood.</p><p>I found Tatyana weeping in the garden east of chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever.</p><p>It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate.</p><p>Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.</p><p>Worse still, he had the audacity to use the machine on himself. Indeed, this enchanted engine drained all that was evil from the body of the Alchemist and cast it out. But the exiled evil did not dissolve into nothingness but rather gained a malignant nonlife of its own in a land far distant. Now, that abomination has returned to confront the Alchemist and to claim the life-rights it was denied by its creator. This is the vampire, the Creature Strahd.</p><p><strong>Strahd Skeleton:</strong> These skeletons have been animated by the Creature.</p><p><strong>Strahd Skeletal Steed:</strong> These are skeletal war horses that the creature has animated.</p><p><strong>Strahd Zombie:</strong> These zombies are the creations of the Creature Strahd.</p><p><strong>Azalin, Lich Magic-User 18:</strong> ?</p><p><strong>Lich 18:</strong> ?</p><p><strong>Master Ilmen, Strahd Zombie:</strong> ?</p><p><strong>Caarey Gelthik, Ghast:</strong> ?</p><p><strong>Jerimy Estmore, Wight:</strong> ?</p><p><strong>Master Tangle, Wraith:</strong> ?</p><p><strong>Wren Thims, Wraith:</strong> ?</p><p><strong>Carl Ramm, Mummy:</strong> ?</p><p><strong>Sharon Teece, Groaning Spirit:</strong> ?</p><p><strong>Molly Grayswit, Vampire:</strong> Watching here is a vampire, a young woman who disappeared from town some weeks ago. Her parents presumed she had run off with a sailor, not realizing she had fallen victim to Strahd.</p><p><strong>Thinn Balder, Zombie:</strong> ?</p><p><strong>Badder Ghastling, Ghast:</strong> ?</p><p><strong>Karen Edgerton, Wight:</strong> ?</p><p><strong>Geam Welstap, Wraith:</strong> ?</p><p><strong>Maquir Loft, Wraith:</strong> ?</p><p><strong>Ellen Stinworthy, Mummy:</strong> ?</p><p><strong>Miranda Langstry, Groaning Spirit:</strong> ?</p><p><strong>Charity Bliss, Vampire:</strong> ?</p><p><strong>Lord Godefry, Haunt:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..."</p><p>The only being found here is a haunt, the remains of Godefroy, who died here after slaying his wife and child.</p><p>Godefroy will seek to possess one of the characters that enters the room and force him to lay the spirits of his dead wife and daughter to rest.</p><p><strong>Kelman Osterlaker, Spectre:</strong> ?</p><p><strong>Penelope Godefry, Haunt:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..."</p><p>It will try to posses one of the characters and then complete its flight from its father.</p><p><strong>Kattle Lisbury, Wight:</strong> ?</p><p><strong>Emory Maus, Wight:</strong> ?</p><p><strong>Marcus Lithe, Wraith:</strong> ?</p><p><strong>Thellactin Mianns, Spectre:</strong> ?</p><p><strong>Kelly Duncan, Groaning Spirit:</strong> ?</p><p><strong>Emma Kelley, Vampire:</strong> ?</p><p><strong>Millicent Hodgson, Zombie:</strong> ?</p><p><strong>Natterly Knutnor, Ghast:</strong> ?</p><p><strong>Momsin Alenny, Wight:</strong> ?</p><p><strong>Shingol Tann, Wraith:</strong> ?</p><p><strong>Yettergun Folie, Spectre:</strong> ?</p><p><strong>Leslie Kale, Groaning Spirit:</strong> ?</p><p><strong>Arlie Esterbridge, Vampire:</strong> ?</p><p><strong>Lady Godefroy, Ghost:</strong> “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..."</p><p>Slain by her husband.</p><p><strong>Ogre Wight:</strong> ?</p><p>b]Ghast:[/b] ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17321/KaraTur-The-Eastern-Realms-1e?affiliate_id=17596" target="_blank">Kara-Tur: The Eastern Realms (1e)</a>[spoiler]</p><p><strong>Salt-Zombie:</strong> T'hai Salt Flats</p><p>An ancient salt lake once filled this land, but deep underground upheavals resulted in the water draining away, leaving a desolate and parched tract of salty soil where no green plants take root. Strange boulders and sand dunes shape the land here, and it is an evil place. The only man who is known to live there is the evil wu jen Utwa So, the master of the “salt-zombies,” undead monsters he has created from the helpless peasants and adventurers who wander into his domains.</p><p><strong>Undead Warrior:</strong> Ancient undead warriors are accidentally raised from their graves by a group of rice farmers extending an irrigation canal near the village of Gawat. Coming out of an extensive unmarked sepulcher the monsters attack and kill six of the diggers.</p><p><strong>Ghost:</strong> The ghost of an ancient ancestor of the Ho clan is seen in Ausa. He was executed by the Shou troops who put down their revolt hundreds of years ago, yet he had no part in the rebellion. He was an honorable man and mourns his lost name.</p><p>Todaijo is the northerly port city on Sora Bay in Kanahanto Province that was once the stronghold of Prince Miki. Miki was killed and his city destroyed by korobokuru in 2/45 (105). However, Todaijo was rebuilt over time, and remains a center of trade for the far north of Shinkoku.</p><p>Todaijo is a city haunted by ghosts and uneasy spirits. Its inhabitants have learned to live with this, and simply avoid certain buildings haunted by those who died violently at the hands of korobokuru.</p><p><strong>Pin Mo Nom, The Headtaker, Spectre:</strong> ?</p><p><strong>Baijang:</strong> ?</p><p><strong>Gaki, Hungry Ghost:</strong> ?</p><p><strong>Bisan:</strong> ?</p><p><strong>Spirits of the Dead:</strong> The spirits of the dead are descended from those who lived evil or unfulfilled existences when they were alive. For this, they have been judged by the Lords of Karma to eternally walk the Earth as spirits, forever in torment.</p><p><strong>Joki Lam, Ghost:</strong> ?</p><p><strong>Ghostly Ferry-Man:</strong> ?</p><p><strong>Old Man of Pursai, Ghost:</strong> ?</p><p><strong>Ghostly Deer:</strong> ?</p><p><strong>Ghost Ship of Hidegari Iegusa:</strong> Boats navigating the Sea of the Long Morning are sometimes greeted with the eerie sight of the ghost ship of Hidegari slowly making its way along the coastline. About 500 years ago, the legendary seaman Hidegari Iegusa engaged in a fierce battle with a fleet of warships from Kozakura. The battle went against Hidegari, and with his sails ablaze and his crewmen dead, his ship vanished into a sudden fog. The ghost ship is recognizable by its glowing hull and sails of flame.</p><p><strong>Chu-U Ghost:</strong> The chu-u were neither virtuous enough to pass the judges examinations nor malevolent enough to merit additional sentencing.</p><p><strong>Ghost of Samon:</strong> About halfway on the Hayatoge Road is where the wandering shukenja Samon met his end nearly 2,000 years ago. While on a religious retreat, Samon betrayed his vows and courted and married a beautiful peasant girl. When he awoke the next morning, he found a great serpent coiled next to him, the true form of his bride. Horrified, he ran off into the mountains. His spirit is still occasionally seen by evening travelers.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Peat Mummy:</strong> ?</p><p><strong>Memedi Genndruwo:</strong> ?</p><p><strong>Common Memedi:</strong> The category of frightening spirits can be very broad. Most unexplained phenomena that frighten a person are likely to be described as memedi, and many spirit creatures presented in Oriental Adventures may fit the category.</p><p><strong>Common Memedi Djim:</strong> These are apparently the spirits of deceased priests.</p><p><strong>Common Memedi Djrangkong:</strong> ?</p><p><strong>Common Memedi Panaspati:</strong> ?</p><p><strong>Common Memedi Setan Gundul:</strong> ?</p><p><strong>Common Memedi Uwil:</strong> Apparently the spirit of a dead sohei.</p><p><strong>Common Memedi Wedon:</strong> ?</p><p><strong>Sundel Bolong:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Tigbanua Buso:</strong> ?</p><p><strong>Mountain Buso:</strong> ?</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Shinen-Gaki:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17059/L1-The-Secret-of-Bone-Hill-1e?affiliate_id=17596" target="_blank">L1 The Secret of Bone Hill</a>[spoiler]</p><p><strong>Animal Skeleton:</strong> ?</p><p><strong>Ghoulstirge:</strong> ?</p><p><strong>Zombire:</strong> The animated corpse of a low-level magic-user.</p><p><strong>Skelter:</strong> The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user.</p><p></p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Wraith:</strong> In life, he was a strong and dreaded warlord, a man of cruel cunning and great evil, who mocked the paths of goodness and light, preferring instead the wicked and the dark. At the height of his powers he struck a bargain with a powerful devil, who granted him after death a continued existence in wraith form in exchange for service in life.</p><p><strong>Zombie:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17060/L2-The-Assassins-Knot-1e?affiliate_id=17596" target="_blank">L2 The Assassin's Knot (1e)</a>[spoiler]</p><p><strong>Zombie:</strong> Guarding the balcony are two invisible zombies created by Tellish and Arrness.[/spoiler]</p><p></p><p>Legends and Lore[spoiler]</p><p><strong>Mictlantecuhtli:</strong> ?</p><p><strong>Gods of Lankhmar:</strong> Ancient mummified skeletons sustaining themselves through the use of mighty magics.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> </p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17009/Manual-of-the-Planes-1e?affiliate_id=17596" target="_blank">Manual of the Planes (1e)</a>[spoiler]</p><p><strong>Undead:</strong> Many undead draw their animating force from the Negative Material plane, which endows them with the power to drain ability scores or levels. Such creatures are said to exist in both the Prime Material and Negative Material planes simultaneously, though this is unlikely, as the two are not linked. There is no record of undead spotted in either the Positive or Negative Material planes, though they are found in the quasi-planes.</p><p>There are no elemental undead.</p><p><strong>Ghost:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Githyannki Lich-Queen:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Apparition:</strong> ?</p><p><strong>Eye of Fear/Flame:</strong> ?[/spoiler]</p><p></p><p>Monster Cards Set 4[spoiler]</p><p><strong>Vampire:</strong> Anyone totally drained by a vampire becomes a vampire in one day.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17056/N1-Against-the-Cult-of-the-Reptile-God-1e?affiliate_id=17596" target="_blank">N1 Against the Cult of the Reptile God (1e)</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Here, Garath Primo, the naga's evil cleric, performs his sinister spells, restoring “life” to the bodies of dead humans. </p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/16801/N5-Under-Illefarn-1e?affiliate_id=17596" target="_blank">N5 Under Illefarn (1e)</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Dwarf Skeleton:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.</p><p><strong>Human Skeleton:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.</p><p><strong>Orc Skeleton:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.</p><p><strong>Goblin Skeleton:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.</p><p><strong>Skeleton:</strong> Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17324/OA1-Swords-of-the-Daimyo-1e?affiliate_id=17596" target="_blank">OA1 Swords of the Daimyo (1e)</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Vampiric Ixitxachitl:</strong> ?</p><p><strong>Kuei:</strong> Now haunting the cave is the kuei of one of his unfortunate victims—a young woman who was about to be married.</p><p>As a kuei this woman is compelled to possess the body of another woman, so that she can complete her marriage oath. Having died centuries ago, her intended is no longer alive. If she marries into his family, however, her oath will be fulfilled.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17330/OA2-Night-of-the-Seven-Swords-1e?affiliate_id=17596" target="_blank">OA2 Night of the Seven Swords (1e)</a>[spoiler]</p><p><strong>Sanai, Ghost:</strong> ?</p><p><strong>Ghost:</strong> Aside from a few creatures that have wandered in, most of the spirits here are bound by the ancient curse on the castle. The ghosts can be defeated by various means, but unless they are permanently laid to rest by specified means, they return to haunt the castle the following night. The spirits of any slain characters whose bodies are abandoned on the island join the ghosts and may be encountered in later adventures.</p><p><strong>Tagamaling Buso:</strong> ?</p><p><strong>Tigbanua Buso:</strong> ?</p><p><strong>Phantasm:</strong> ?</p><p><strong>Bushi Zombie:</strong> ?</p><p><strong>Ninja Spirit Shadow:</strong> ?</p><p><strong>Giant Crab Ghost:</strong> ?</p><p><strong>Spirit Samurai:</strong> ?</p><p><strong>Flying Spirit:</strong> ?</p><p><strong>Nin-Chu-Ju-Gaki, Starving Spirit:</strong> ?</p><p><strong>Ghost:</strong> This lost spirit cannot know final rest until he possesses his prayer beads. He was overcome by the Porter at 15, who threw his body down the well (9) after stripping it of all its symbols of faith. The body was swallowed by the giant carp.</p><p>A kindly maiden haunts the willow. She grieved at the clan’s loss of honor when they slew a messenger from the Sun Temple. Her spirit can not rest until the body of the messenger is given a proper burial.</p><p><strong>Goburu Ichi, Kuei Shukenja 5:</strong> This is Goburu Ichi, a late priest of the Sun Temple. He died of the wasting disease of Lady Murasame (area 28), but strangely, he cannot recall the cause of his demise.</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Hengeyokai Mantis Monk 6 Spirit:</strong> ?</p><p><strong>Yushi, Spirit:</strong> ?</p><p><strong>Ito Murasame, Shikki-Gaki:</strong> ?</p><p><strong>Shinen-Gaki:</strong> ?</p><p><strong>Ghostly Matter, Supernatural Phenomena, Ghostly Phenomena:</strong> Most these phenomena are of evil nature and are generated from the forces present in the caverns. Some, however, emanate from sources which are not strictly evil. Laying tortured spirits to rest stops the phenomena associated with them.</p><p><strong>Vision:</strong> ?</p><p><strong>Crawling Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Otomo Tahiro, Permanent Haunt, Ghost:</strong> The old man is Otomo Tahiro, a 3d level shukenja who entered the caverns two months ago intending to rid the area of its evil forces. Although his intentions were noble, Tahiro’s mission was hopeless; the forces in the caverns were much too powerful.</p><p>He was ultimately captured by the wu jen who resides in area 26. The wu jen cruelly used a burning paint to inscribe the fates of other clan members on the shukenja’s body. Not only can the damage not be cured, but it proves fatal in a short time.</p><p>Tahiro has been kept prisoner in this pit, subsisting on the insects and vermin that find their way in. For the first three months, Tahiro was regularly brought back to the wu jen, but as his physical condition worsened, the wu jen lost interest, and Tahiro has been left alone since then. His mind is virtually gone and he is near death.</p><p>As long as the characters remain outside the pit, Tahiro believes he is about to be tortured again and continues to babble,</p><p>“Not again! Please! Just kill me!” regardless of what the characters say.</p><p>If any of the party members enters the pit and comes within five feet of him, Tahiro stops babbling and stares at the character. As he recognizes that the characters are not his tormentors, he babbles, “You must leave! This is an evil place! You must leave!”</p><p>If the PCs attempt to question him, they find that he is all but incoherent. He knows his name but little else and to most questions he shakes his head slowly from side to side and mutters, “I don’t know....” If asked what happened to him or how he got there, he babbles, “Not again! Please! Just kill me!”</p><p>If asked about the relics, an expression of sheer terror crosses his face, and he gasps, “The creature...the creature...”</p><p>Tahiro raises his arm and gestures, causing an image of shimmering pink light to appear in the pit. It is an octopoid apparition with seven wriggling tentacles. Each tentacle holds a razor-edged katana. The creature is hovering in a cloud of red mist which gradually envelops it. The creature begins to cackle as it is swallowed in the mist, and the image fades.</p><p>This final effort proves to be too much for the old man who dies immediately. Attempts to prevent his death (or to raise him after his death) fail; his Constitution is reduced to zero.</p><p>(If the players insist on taking Tahiro with them, the DM should remind them that he is unlikely to get far in this condition.)</p><p>If his body is abandoned here, Tahiro becomes a permanent haunt and remains in this area until struck by a silver weapon (a fact his ghost does not know).</p><p><strong>Haunted Arm:</strong> This is the arm of a ninja, a former clan member who tried to escape the caverns by passing through the wall but didn’t make it. The ninja is dead, but his haunted arm lives on and guards the passage.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17331/OA3-Ochimo-The-Spirit-Warrior-1e?affiliate_id=17596" target="_blank">OA3 Ochimo The Spirit Warrior (1e)</a>[spoiler]</p><p><strong>Ochimo, Spirit Warrior:</strong> The pirate base was abandoned during the Black Cycle of Years, amid rumors of mysterious disappearances and hauntings. It was at this time that the Dead Spirit King, his wisdom in the dark arts grown great, first created his Ochimo, or spirit warriors. The Ochimo were created from those pirates who ventured too close to his overgrown temple complex.</p><p>If this Opawang did exist, then it may or may not have made itself servants, which men might call spirit warriors.</p><p><strong>Jiki-Niku-Gaki:</strong> ?</p><p><strong>Shikki-Gaki:</strong> ?</p><p><strong>Lacedon, Aquatic Ghoul:</strong> The Opawang’s failed experiments.</p><p><strong>Earth Ochimo:</strong> ?</p><p><strong>Water Ochimo:</strong> ?</p><p><strong>Air Ochimo:</strong> ?</p><p><strong>Fire Ochimo:</strong> ?</p><p><strong>Skeleton:</strong> Talisman of the Restless Dead magic item.</p><p><strong>Vampiric Kappa:</strong> ?</p><p></p><p>Talisman of the restless dead. This device looks like a small birds-foot charm on a leather thong. It forces spirits to animate the bones of any long-dead humans and humanoids that are available (these are similar to western skeletons, and may be turned, though they are also affected by spells that deal with spirits). Up to 20 such skeletons may be animated in a single day.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17333/OA4-Blood-of-the-Yakuza-1e?affiliate_id=17596" target="_blank">OA4 Blood of the Yakuza (1e)</a>[spoiler]</p><p><strong>Jiki-Niku-Gaki:</strong> ?</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Getsu, Tigbanua Buso:</strong> ?</p><p><strong>Tagamaling Buso:</strong> Destroying Nakamaru is easy, at least to Getsu’s mind. All he needs to do is infect enough of the population with the disease carried in his claws—the disease that transforms a man into a hideous tagamaling buso.</p><p><strong>Lord Toragi, Kuei:</strong> The kuei of Lord Toragi, uncle of Lord Mitsuhide, lurks in the outermost bailey of the castle, the place where his banishment was pronounced. Sentenced by the shogun due to the false charges of his half-brother, the kuei is still attempting to prove Toragi’s innocence and avenge the family name.</p><p>Seventeen years ago, Lord Toragi, uncle of Lord Mitsuhide (the current daimyo of Nakamaru), secretly pledged his aid to the Goshukara cause. Before he could fulfill his pledge, he was banished at the orders of the shogun, framed by a plot created by his younger brother. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/193622/OA5-Mad-Monkey-vs-the-Dragon-Claw-1e?affiliate_id=17596" target="_blank">OA5 Mad Monkey vs the Dragon Claw (1e)</a>[spoiler]</p><p><strong>Undead Ronin:</strong> The world grows hazy for a moment, as if you had slipped into a meditative trance. You see the image of a great black cat, a leopard, bound with a huge chain made up of links similar to the figure in your hand. A mighty warrior smashes those links, setting the creature free of its oppressors. Much of the chain is recovered and taken elsewhere, but this one piece is taken by another and moved to a shrine in the Joi Chang Peninsula.</p><p>A group of Kozakuran ronin, fallen from their once-noble standards, raid the shrine and slay all the priests but one, demanding to know the magic of the ivory piece. The old man only states that “a chain is made up of all its links.” Puzzled, the ronin and his friends slay the last priest and take the ivory. With his last words, the priest utters an ancient curse on the ronin.</p><p>Now the ronin are arguing. The one with the ivory piece is slain by a blow to the head, and stumbles back into a well. As he falls, the other former samurai draw their weapons and attack each other.</p><p>The ancient curse was for the four ronin to become eternal guardians of the fragment of chain.</p><p><strong>Detrinius Wands, Lich 20:</strong> ?</p><p><strong>Splin, Tigbanua Buso:</strong> ?</p><p><strong>Ningyo Vampire:</strong> ?</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17334/Oriental-Adventures-1e?affiliate_id=17596" target="_blank">Oriental Adventures (1e)</a>[spoiler]</p><p><strong>Buso:</strong> ?</p><p><strong>Tigbanua Buso:</strong> ?</p><p><strong>Tagamaling Buso:</strong> This type of buso is a person infected by a tigbanua. This disease periodically transforms the person into a tagamaling. Each night there is a 1% cumulative chance that the diseased person transforms, his body changing into that of a buso. The victim becomes savage and mindless, attacking (and devouring) any and all he can. The tagamaling has the same hit dice and hit points as the person possesses in normal lite. Characters With special abilities are not able to use their powers while transformed, their minds filled only with rage and animal lusts. The diseased person has no memory of any actions done as a tagamaling. Once the disease reaches 100%, the victim can no longer be cured and changes into a tagamaling every night.</p><p>The claws of</p><p>a tigbanua transmit a horrible disease and all wounded by the creature must make a successful saving throw vs. death or become infected. Those infected eventually become tagamaling.</p><p><strong>Con-Tinh:</strong> The con-tinh is an evil spirit creature. Legend and folklore maintain they are spirits of maidens who died before their time.</p><p><strong>Gaki, Nin-Chu-Ju-Gaki:</strong> The gaki (or more properly the nin-chu-ju-gaki) are the spirits of the wicked, returned to the Prime Material Plane in the form of horrid monsters as punishment for their sins. The nature of the crimes committed in his life determines the type of gaki the spirit returns as.</p><p><strong>Jiki-Ketsu-Gaki:</strong> ?</p><p><strong>Jiki-Niku-Gaki:</strong> ?</p><p><strong>Shikki-Gaki:</strong> ?</p><p><strong>Shinen-Gaki:</strong> ?</p><p><strong>Kappa Vampiric:</strong> ?</p><p><strong>Kuei:</strong> A kuei is a spirit of the dead, now in the form of a demon-ghost. This may occur if a person dies unburied, with his life unfulfilled. or by violence unavenged.</p><p>When encountered, a kuei normally attempts to possess a victim. If this is successful. the form of the kuei disappears and takes control of the victim. Once the possession is successful, the kuei uses the physical body to complete whatever task still binds it to the Prime Material Plane. This may be to seek vengeance on its killer, fulfill an oath, or arrange for the ceremonies in the temple necessary to release it. When fulfilling an oath, the kuei may remain in possession of the victim for a long time. Indeed, one story is told of a kuei possessing her sister to fulfill an oath of marriage, remaining with her promised husband for many years before being discovered.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Haunt:</strong> ?</p><p><strong>Penanggalan:</strong> ?</p><p><strong>Animal Skeleton:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead (Necromantic)</p><p>Level: 5 Components: V, S, M</p><p>Range: 1" Casting Time: 5 rounds</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Special</p><p>The wu jen wielding this spell may create skeletons and zombies from dead bodies, which are then subject to the commands of their creator. The wu jen may create one skeleton or zombie for each level of experience, and the undead creatures last until destroyed or dispelled. The material component of the spell is a piece of a burial shroud.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17003/Players-Handbook-1e?affiliate_id=17596" target="_blank">Players Handbook (1e)</a>[spoiler]</p><p><strong>Ghast:</strong> </p><p><strong>Ghost:</strong> </p><p><strong>Ghoul:</strong> </p><p><strong>Lich:</strong> </p><p><strong>Mummy:</strong> </p><p><strong>Shadow:</strong> </p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> </p><p><strong>Vampire:</strong> </p><p><strong>Wight:</strong> </p><p><strong>Wraith:</strong> </p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead (Necromantic)</p><p>Level: 3 Components: V, S, M</p><p>Range: 1” Casting Time: 1 round</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Special</p><p>Explanation/Description: This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell.) The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17054/Q1-Queen-of-the-Demonweb-Pits-1e?affiliate_id=17596" target="_blank">Q1 Queen of the Demonweb Pits</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p><strong>Vlad Tolenkov, Vampire Magic User 15:</strong> ?</p><p><strong>Bone Colossus:</strong> A being created from the joining of many skeletons.</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17473/Return-to-the-Tomb-of-Horrors-2e?affiliate_id=17596" target="_blank">Return to the Tomb of Horrors</a>[spoiler]</p><p><strong>Demi-Lich, Acererak:</strong> Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages.</p><p><strong>Animated Skeleton of a Giant:</strong> ?</p><p><strong>Magically-Prepared Zombie:</strong> Magically-prepared zombie with spells upon him.</p><p><strong>Lich, Acererak:</strong> Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak.</p><p></p><p><strong>Mummy:</strong> Inside this sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely visible between the wrappings covering the head. This 5,000 g.p. Gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy.</p><p><strong>Ghost:</strong> All that remains now of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e., a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/17024/The-Rogues-Gallery-1e?affiliate_id=17596" target="_blank">The Rogues Gallery (1e)</a>[spoiler]</p><p><strong>Lich Magic-User 18:</strong> ?</p><p><strong>Lich Magic-User 19/Cleric 21:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/176871/S1-Tomb-of-Horrors-1e?affiliate_id=17596" target="_blank">S1 Tomb of Horrors (1e)</a>[spoiler]</p><p><strong>Acererak, Demi-Lich:</strong> Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Prime Material Plane, and use of the SECOND KEY alerts the now demi-lich that he must be prepared to do battle in order to survive yet more centuries.</p><p><strong>Animated Giant Skeleton:</strong> ?</p><p><strong>Magically-Prepared Zombie with Spells Upon Him:</strong> Magically-prepared zombie with spells upon him.</p><p><strong>Mummy:</strong> Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely-visible between the wrappings covering the head. This 5,000 g.p. gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy.</p><p><strong>Acererak, Lich:</strong> Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak.</p><p><strong>Ghost:</strong> All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17064/S2-White-Plume-Mountain-1e?affiliate_id=17596" target="_blank">S2 White Plume Mountain (1e)</a>[spoiler]</p><p><strong>Wight:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Ctenmir, Vampire:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17065/S3-Expedition-to-the-Barrier-Peaks-1e?affiliate_id=17596" target="_blank">S3 Expedition to the Barrier Peaks (1e)</a>[spoiler]</p><p><strong>Shadow:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17066/S4-The-Lost-Caverns-of-Tsojcanth-1e?affiliate_id=17596" target="_blank">S4: The Lost Caverns of Tsojcanth (1e)</a>[spoiler]</p><p><strong>Lacedon-Ghast:</strong> ?</p><p><strong>Lich:</strong> A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries.</p><p><strong>Demi-Lich:</strong> A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries.</p><p>Ultimately, its life force eventually wanes. The lich form decays and the evil soul roams strange planes unknown even to the wisest of sages. The remaining force is a demi-lich. "Demilich" is a misleading term, in that the hearer might believe</p><p><strong>Ghost:</strong> If the place of the demi-lich is entered, its dust swirls into the air and forms a man-like shape. The demi-lich can never be turned, in any of its manifestations. If the dust-form is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not cause harm.</p><p>Attacks on the dust-shape only strengthen it. Once attacked, the dust-form might (75%) immediately gain the powers of a wraith. Further attacks give the creature additional hit points. Although it is unhurt by blows or spells, it will waver and fall back as if hurt, all the while gaining hit points. It begins with 1 hit point, and gains 1 hit point for each physical attack against it, plus hit points equal to the level of any spell used against it (Le., a third level spell gives it 3 hit points). If 50 hit points are gained, the dust-shape will form itself into a ghost (50 hp) controlled by the spirit of the demi-lich. The ghost will attack immediately.</p><p><strong>Drelnza, Vampire Fighter 13:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17068/T14-Temple-of-Elemental-Evil-1e?affiliate_id=17596" target="_blank">T1-4 Temple of Elemental Evil (1e)</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Human Skeleton:</strong> ?</p><p><strong>Gnoll Skeleton:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Ixitxachitl Vampire:</strong> ?</p><p><strong>Lacedon, Marine Ghoul:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17069/U1-The-Sinister-Secret-of-Saltmarsh-1e?affiliate_id=17596" target="_blank">U1 The Sinister Secret of Saltmarsh</a>[spoiler]</p><p><strong>Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17072/UK1-Beyond-the-Crystal-Cave-1e?affiliate_id=17596" target="_blank">UK1 Beyond the Crystal Cave (1e)</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Poltergeist:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596" target="_blank">Unearthed Arcana (1e)</a>[spoiler]</p><p><strong>Ghost:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> Shadow Lanthorn magic item.</p><p><strong>Monster Skeleton:</strong> <em>Animate Dead Monsters</em> spell.</p><p><strong>Monster Zombie:</strong> <em>Animate Dead Monsters</em> spell.</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Juju Zombie:</strong> <em>Energy Drain</em> spell.</p><p></p><p>Animate Dead Monsters (Necromantic)</p><p>Level: 5 Components: V, S, M</p><p>Range: 1” Casting Time: 7 segments</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Special</p><p>Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of up to about 12 words in length will be obeyed by the skeletons or zombies animated (cf. animate dead spell). Monster types which can be animated by this spell include but are not limited to: apes (carnivorous and giant), bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice and with endoskeletons similar to those of humans, except in size (which must be greater than 7’ height). Corpses animated by this spell are treated either as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice. Skeletons animated by this spell are treated as monsters of half the hit dice (rounded up) of the normal sort. Animated monsters of either type receive their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The material components for the spell are the cleric’s holy/unholy symbol and a small specimen of the type of creature which is to be animated.</p><p></p><p>Energy Drain (Evocation)</p><p>Level: 9 Components: V, S, M</p><p>Range: Touch Casting Time: 3 segments</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: One creature</p><p>Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies.</p><p></p><p>Shadow Lanthorn: This mundane-appearing light radiates a faint, evil dweomer. If it is fueled by oil rendered from fat of human corpses, its beam will generate 5-8 shadows who will serve the possessor of the device for as long as it burns. When the oil is consumed the shadows will disappear. Typical burning time is one hour. Note: Characters of good alignment will lose experience points equal to the value of the item if they do not destroy such a device.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17080/WG4-The-Forgotten-Temple-of-Tharizdun-1e?affiliate_id=17596" target="_blank">WG4 The Forgotten Temple of Tharizdun (1e)</a>[spoiler]</p><p><strong>Wongas, Coffer Corpse:</strong> This unusually powerful coffer corpse is the remains of the last High Priest of the Temple, Wongas by name. Unable to place himself in the chief crypt, not being able to get past the guardian there, he had his vault placed in this chamber. Before he could begin proper decoration of the sarcophagus, however, the last of the lesser priests and servants deserted the Temple. Eventually, Wongas stalked to his tomb alone, full of rage and hate and shame. The High Priest made his own corpse into a monster by force of hate and displeasure. The resulting coffer corpse is thus far stronger than that normally encountered.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17393/WG5-Mordenkainens-Fantastic-Adventure-1e?affiliate_id=17596" target="_blank">WG5: Mordenkainen's Fantastic Adventure (1e)</a>[spoiler]</p><p><strong>Slow Shadow:</strong> Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated.</p><p>Those killed by slow shadows are transformed into slow shadows, but these usually remain within 40 ft. of where they were killed. This, of course, suggests that wandering slow shadows are created, or summoned, and those that stay within one area are past victims.</p><p><strong>Shadow:</strong> Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated.</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17398/WG7-Castle-Greyhawk-1e?affiliate_id=17596" target="_blank">WG7 Castle Greyhawk (1e)</a>[spoiler]</p><p><strong>Wight:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Headless Mouse Horde:</strong> Mudstone has been making mouse-head hors d’oeuvres for three days in room 25, but he is too lazy to dispose of the bodies. He uses a special animate dead spell to order the bodies to run to the swill pit (room 18) and dispose of themselves.</p><p><strong>Galomohgen, Disembodied Spirit:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Bones, Skeleton Cleric 1:</strong> ?</p><p><strong>Ghast:</strong> Nabassu Death Stealing power.</p><p><strong>Vampire:</strong> ?</p><p><strong>Revenant:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Death Knight:</strong> ?</p><p><strong>Shadow:</strong> Nabassu Bestow Death power.</p><p><strong>Lich:</strong> In actuality, this room is a time trap; time here moves very slowly compared to that in the outside world. One round in this room equals a half hour outside it. The tome is Secrets of Immortality by X. Gig, Magus Paragon, Regum Rex, etc., etc. The book is tied to the lectern by strange silver threads, as thin as gossamer. These are strands from Istus’s web in the plane of Time. They cannot be broken by any force save Istus herself. Nor can any force move or break the lectern.</p><p>Secrets of Immortality is readable (although highly technical in its use of language), but it is incomprehensible to all creatures with Intelligences below 21. For magic-users who have Intelligences of 21 who would read it, it would take 10 years of careful study to understand its principles. (A nonweapon proficiency taken in the study of the abstract theories of magic will reduce the time of study to only three years.) If the book is mastered, characters will know how to create an elixir of youth, become a shade or a lich, and understand “general principles of life force extension.”</p><p><strong>Duke Grave, Death Knight:</strong> ?</p><p><strong>Rahz, Lich 20:</strong> ?</p><p><strong>Melvin, Ghost:</strong> The apparition is the ghost of Melvin, an evil human who in life delighted in stopping up sinks and toilets, causing much embarrassment and suffering to those who followed him in using the bathroom. He also enjoyed overflowing the bathtub and switching the cold and hot water knobs in the shower. Such were the extent of his evil deeds that in death he was consigned to wander the sewers, carrying a phantom pipe wrench and forever searching for leaks, to atone for his evil acts.</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Stan, Death Knight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p></p><p>death stealing (save vs. death magic or become a ghast).</p><p></p><p>bestow death (must successfully steal death first, save vs. death magic or become a shadow).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17363/WG8-Fate-of-Istus-1e-2e?affiliate_id=17596" target="_blank">WG8 Fate of Istus (1e/2e)</a>[spoiler]</p><p><strong>Ghost:</strong> This section of Re1 Mord was a crowded area of commoners' residences until a fire destroyed most of it in 1152 O.R. More than 500 persons died in the smoke and flames. After the fire, clean-up crews complained of hauntings and strange occurrences, and the area was abandoned.</p><p>This ghost is the spirit of an evil-worshiper who kept her nature secret. She's been disturbed from her slumbers by the activities of Mordel.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> The wight was once a brutal mercenary captain, who came to Harper's Hold to force Diambeth into giving him some information that the hard wished to keep secret. When it became obvious he had no choice, the bard summoned his guardian from room 2 to slay the captain. While there would he no legal consequences from his act, Diambeth decided it would be best if the captain's colleagues never found out about his fate. Rather than dumping the body outside his grounds as he would otherwise have done, the bard made other arrangements: a secret chamber, where the captain would remain undisturbed. As with others of great evil, however, the captain's spirit didn't find rest. Consumed with hatred for Diambeth-which, over the years, generalized to hatred for the living-the captain became a wight.</p><p><strong>Haunt:</strong> In life, the haunt was an elven cavalier who swore a mighty oath that she’d bring warning to the Theocrat himself that a large bandit force was massing on the border for an attack into the Pale. Since the cavalier died more than 20 years ago, her information is a little out of date, but her oath still binds her.</p><p><strong>Spectre:</strong> Mordel and his assistant had opened one of the crypts (the one marked “F” on the map), and had taken various unpleasant substances from within. Mordel’s activities around the cemetery have disquieted some of the dead, and the occupant of this crypt is no exception. In life, he was a lawful evil assassin who entered the city disguised as a visiting cleric of Pholtus. While in Wintershiven, he died in a tragic accident and was interred-ironically enough-with great honor. His spirit was already troubled over his body being buried with people so antithetic to his alignment; now this last desecration proved to be the last straw. Ten rounds after the combat with Mordel begins, the occupant rises as a spectre.</p><p><strong>Xaene the Accursed, Two-Headed Lich:</strong> Xaene, once ousted from the court wizard position he had coveted for such a long time, took to studying necromancy, an art he had become efficient in while creating Ivid’s various servants. While raiding graveyards and tombs he came upon the artifact described in room 17 above, as well as those detailed in room 11. All three artifacts are aligned to Nerull, especially the Tapestry of Nightmares. In unraveling the tapestry’s secret, Xaene was converted to neutral evil (from chaotic evil) and was transformed into a lich. However, his mind, strong as it was, could not stand (or fathom) the change; and his will persisted to such a stubborn degree that Nerull actually cursed Xaene, saying, “You have two minds-so have two heads to go with them!”</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Nerlax, Vampire:</strong> ?</p><p><strong>Swordwraith:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Juju Zombie:</strong> ?</p><p><strong>Bach:</strong> ?</p><p><strong>Giant Bach:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e?affiliate_id=17596" target="_blank">World of Greyhawk Fantasy Game Setting (1e)</a>[spoiler]</p><p><strong>Lacedon, Sea Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Werewolf Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>1e Dragon Magazine[spoiler]</p><p>Dragon 25[spoiler]</p><p><strong>Vampire Asanbosam:</strong> ?</p><p><strong>Vampire Burcolakas:</strong> ?</p><p><strong>Vampire Catacano:</strong> ?</p><p><strong>Vampire Lobishumen:</strong> ?</p><p><strong>Vampire Ekimmu:</strong> ?</p><p><strong>Vampire Blautsauger:</strong> It can only turn its victims into vampires by forcing them to eat earth from its grave. Those who consume the earth will become vampires when they die, even if not killed by the blautsauger. Only a wish will prevent this.</p><p><strong>Vampire Mulo:</strong> ?</p><p><strong>Vampire Alp:</strong> ?</p><p><strong>Vampire Anananngel:</strong> ?</p><p><strong>Vampire Krvopijac:</strong> ?</p><p><strong>Vampire Ch'ing-Shih:</strong> ?</p><p><strong>Vampire Vlkodak:</strong> ?</p><p><strong>Vampire Bruxa:</strong> ?</p><p><strong>Vampire Nosferat:</strong> ?</p><p></p><p><strong>Vampire:</strong> One must also consider the question of origin. If people can only become vampires through the bite of a vampire, where did the first one come from? According to the legends, the means can range from a simple death-bed curse and excommunication, through ancestry (e.g. one type was to be an Albanian of Turkish origin, another was to have red hair), through witchcraft, to violent death. The latter one is the easiest method for D&D. Hence, any body left unguarded without a Bless spell from a cleric will become a vampire within seven days.</p><p><strong>Spectre:</strong> Those who die from the blautsauger without eating the earth from its grave become spectres.[/spoiler]</p><p></p><p>Dragon 26[spoiler]</p><p><strong>Lower Soul P'o:</strong> ?</p><p><strong>Lost Soul Pr'eta:</strong> The Pr’eta is the soul of a suicide.</p><p><strong>Vampire-Spectre Ch'ang-Kuei:</strong> ?</p><p><strong>Sea Bonze:</strong> ?</p><p><strong>Celestial Stag:</strong> ?</p><p><strong>Goat Demon:</strong> ?</p><p></p><p><strong>Lich:</strong> Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist.</p><p>Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into.</p><p>The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable.</p><p>If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up.</p><p>The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds.</p><p>In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being.</p><p>If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place.</p><p>Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items;</p><p>A. 2 pinches of pure arsenic</p><p>B. 1 pinch of belladonna</p><p>C. 1 measure of fresh phase spider venom (under 30 days old)</p><p>D. 1 measure of fresh wyvern venom (under 60 days old)</p><p>E. The blood of a dead humanoid infant killed by a phase spider</p><p>F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna</p><p>G. The heart of a virgin humanoid killed by wyvern venom</p><p>H. 1 quart of blood from a vampire or a person infected with vampirism </p><p>I. The ground reproductive glands of 7 giant moths (head for less than 60 days)</p><p>The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur:</p><p>1-10 No effect whatsoever other than all body hair falling out — start over!</p><p>11-40 Coma for 2-7 days —the potion works!</p><p>41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works!</p><p>71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works!</p><p>91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works!</p><p>97-00 DEAD —start over . . . if you can be resurrected.[/spoiler]</p><p></p><p>Dragon 29[spoiler]</p><p><strong>Ghost Gesges:</strong> Ghosts of unborn children whose mothers die in pregnancy.[/spoiler]</p><p></p><p>Dragon 30[spoiler]</p><p><strong>Vampire:</strong> A Vampire can have its minions buy a figure it has killed so that human can rise as a Vampire on the next night. Note that humanoids and demihumans can NOT become vampires.</p><p>Inadvertent creation of a Vampire is possible in either case if a body killed by a Vampire is buried and subsequently the body is dug up (assuming that the burying of the Vampire’s kill does not properly prevent the body from rising again as a Vampire).</p><p>This brings up the point of how a body can be properly “disposed of” after being killed by a Vampire or a “lesser” Vampire. This process should be a simple one and accomplishable in a few ways: 1. The body and head can be separated; 2. The body can be burned; 3. The body can be disposed of just as a Vampire would be disposed of; or 4. The body is drained of blood and either a Bless, Prayer, Chant or Exorcism is said over the corpse. Other reasonable means can be ruled on by the DM.</p><p>The next big area of argument comes over what type of monster results when a Vampire kills a human, the human is buried, and then is unearthed the next night (or later). How the figure is killed is one major bone of contention: Does the figure die due to damage or due to being drained to zero level? If the figure dies due to damage (not all necessarily from the Vampire), then the figure can retain abilities from his/her former profession. If a 12th-level Wizard, for example, is wounded by some form of attack and is then touched by a Vampire such that he becomes a Necromancer but is also killed due to damage of the Vampire’s touch, the resultant monster will be a “lesser” Vampire who is also a Necromancer!</p><p>If the figure dies by full draining, then all former profession abilities and levels are lost — the figure is a vampire, nothing more.[/spoiler]</p><p></p><p>Dragon 32[spoiler]</p><p><strong>Crawling Claw:</strong> Crawling Claws are said to have been the invention of the necromancer Nulathoe, who devised a series of spells whereby small parts of once-living bodies could be almost perfectly preserved, and (once animated) controlled. Nulathoe’s arts were too crude to be practical in controlling organs of any complexity, and at his death only their most useful application—the control of hands or paws—survived, through his two apprentices.</p><p>Creation of a claw requires an intact human hand, or a claw (which must be from a creature existing entirely upon the Prime Material Plane), either freshly severed or in skeletal form. Creation is usually a cooperative effort, and is begun with application of Nulathoe's Ninemen (a 5th-level Magic-User spell involving the fresh blood of an animal of the same biological class as that of the claw and the destruction of a moonstone of not less than 77 gp value, which is powdered and sprinkled over the claw) or a similar spell researched by the magic user concerned. This serves to preserve the claw, protect it against decay and corrosion, and strengthen its joints with magical bonds. Within four turns after casting the Ninemen, an Animate Dead spell must be cast upon the claw.[/spoiler]</p><p></p><p>Dragon 36[spoiler]</p><p><strong>Richard Upton Pickman, King of the Ghouls:</strong> When Pickman grew weary of this world, he disappeared through one of the many tunnels the ghouls had dug under New England. Journeying deeper and deeper into the black, dank burrow, Pickman eventually crossed through the Gate of Deeper Slumber, into the Realm of Dream. He joined the ghouls in their lairs, slowly devolving into a ghoul himself, though he retains more human features and mannerisms than is normal among ghouls.</p><p></p><p><strong>Ghoul:</strong> Viewing Richard Upton Pickman’s painting “The Lesson” (“A circle of nameless dog-like things in a churchyard teach a small child how to feed like themselves.“) Unless a save versus spells is made, the player character is changed into a ghoul.[/spoiler]</p><p></p><p>Dragon 42[spoiler]</p><p><strong>Skeleton:</strong> Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest!</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld.</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever!</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds.</p><p>Not all such burials need be of human bodies!</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life.</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety.</p><p>A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse.</p><p><strong>Vampire:</strong> Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest!</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld.</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever!</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds.</p><p>Not all such burials need be of human bodies!</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life.</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety.</p><p><strong>Zombie:</strong> Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest!</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld.</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever!</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds.</p><p>Not all such burials need be of human bodies!</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life.</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety.</p><p>A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse.</p><p>If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM.</p><p>Evil characters always return from the dead with all the capabilities of an AD&D Vampire.</p><p>Note that a character of any alignment who commits suicide will return as a vampire unless the appropriate steps are taken at his burial: stake through the heart, head cut off, mouth stuffed with garlic and the like. Such suicides must be purposeful—unrequited love or a point of honor, for example—with the DM’s discretion strongly advised.</p><p><strong>Haunt:</strong> Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest!</p><p>Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.)</p><p>If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld.</p><p>Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever!</p><p>A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.</p><p>Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds.</p><p>Not all such burials need be of human bodies!</p><p>Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life.</p><p>All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety.</p><p>If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM.[/spoiler]</p><p></p><p>Dragon 54[spoiler]</p><p><strong>Lich:</strong> There is no “ultimate recipe” for becoming a lich, just as there is no universal way of making a chocolate cake. Only those things which are generally true are stated in the AD&D rules-a magic-user or cleric gains undead status through “force of will” (the desire to be a lich, coupled with magical assistance) and thereafter has to maintain that status by special effort, employing “conjurations, enchantments and a phylactery” (from the lich description in the Monster Manual). The essence of larvae, mentioned as one of the ingredients in the process (in the MM description of larvae) might be used as a spell component, or might be an integral part of the phylactery: Exactly what it is, and what it is used for, is left to be defined by characters and the DM, if it becomes necessary to have specific rules for making a lich.</p><p>Several combinations of spells might trigger or release the energy needed to transform a magic-user or m-u/cleric into a lich; exactly which combination of magic is required or preferred in a certain campaign is entirely up to the participants. The subject has been addressed in an article in DRAGON magazine (“Blueprint for a Lich,” by Len Lakofka, in #26), but that “recipe” was offered only as a suggestion and not as a flat statement of the way it’s supposed to be done.[/spoiler]</p><p></p><p>Dragon 58[spoiler]</p><p><strong>Rapper:</strong> A rapper is the undead form of an evil dwarven thief or assassin who died in an attempt to steal something.[/spoiler]</p><p></p><p>Dragon 63[spoiler]</p><p><strong>Shoosuva:</strong> Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas; their name means “returners” in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghu’s shamans.[/spoiler]</p><p></p><p>Dragon 66[spoiler]</p><p><strong>Animal Skeleton:</strong> Animal skeletons are created from small vertebrates via the spell animate dead, which produces 1 skeleton per level of the casting cleric or magic-user. Animals smaller than squirrels or larger than hyenas cannot become animated skeletons.[/spoiler]</p><p></p><p>Dragon 76[spoiler]</p><p><strong>Undead:</strong> A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact.</p><p><em>Undead Production</em> spell.</p><p><strong>Ghast:</strong> <em>Ghast Production</em> spell.</p><p><strong>Ghost:</strong> <em>Ghost Production</em> spell.</p><p><strong>Lich:</strong> <em>Lichdom</em> spell.</p><p><strong>Mummy:</strong> <em>Mumy Production</em> spell.</p><p><strong>Skeleton:</strong> <em>Animate Skeletons</em> spell.</p><p><strong>Spectre:</strong> <em>Vampire Production</em> spell.</p><p><strong>Vampire:</strong> <em>Vampire Production</em> spell.</p><p><strong>Wight:</strong> <em>Wight Production</em> spell.</p><p><strong>Wraith:</strong> <em>Wraith Production</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Zombies</em> spell.</p><p></p><p>Animate skeletons is simply an animate dead spell that produces one skeleton for every level of the death master. The death master must prepare a special salve to rub on the bones to make the skeleton receptive. This takes one round per skeleton. The magic to animate them then takes only a segment to cast. The rubbed skeletons can be so animated anytime within 24 hours after their rubdown. The salved costs 10 gp per skeleton. Spell range is 30 feet plus 10 feet per effective level of the death master.</p><p>Animate zombies is simply an animate dead spell that produces one zombie for every effective level of the death master. The corpse must be immersed in a bath of special salts for 1 full turn prior to spell casting. Such a bath can soak ten corpses for a cost of 200 gp. The corpses then so soaked can be animated in two segments at a range of 50 feet plus 10 feet per effective level of the death master.</p><p>Ghast production requires a ghoul to be at hand. The death master may animate only one ghast per spell. The body must be infused with a special liquid that costs 400 gp to produce. The process takes 1 hour to prepare the body and 1 turn to cast the spell. Such ghasts cannot procreate themselves but are like ghasts in every other way. Someone killed by one of these ghasts has a minus 1% to the chance to be raised from the dead for each hour the figure is dead. Thus, after 70 hours a victim with a constitution of 13 would have only a 20% chance to be successfully raised. If raised, however, subsequent raises would be allowed at the figures full constitution score. Note: Magics like remove curse, limited wish, etc. can remove the onus on such a corpse so that raising is normal.</p><p>Mummy production requires an embalming fluid that costs 1,400 gp. The body must be wrapped and prepared, which will require six full hours. The spell then takes but 4 segments to complete by a simple command word issued within 24 hours of the embalming. One mummy is thus produced. It will obey the death master and do his bidding, but is allowed a saving throw of 17 (attempted daily) to become independent of the death master's control.</p><p>Wight production requires a corpse and a bone from a wight. If a cubic gate or amulet of the planes (or a similar device) is available, the wight bone is not required, since the death master can then actually touch the Negative Material Plane to gain the necessary power. For every wight so produced, the death master will lose one hit point permanently unless he saves vs. death magic. The wight so produced will always have maximum hit points, and it can “procreate” itself and command those wights to its service. Note that only the common wight produced by the spell is “friendly” to the death master. Lesser wights will attack the death master if they fail the aforementioned saving throw (recall that an undead will not attack a death master unless it fails a saving throw of 8).</p><p>One in five wights produced by this spell is atypical. It cannot drain energy levels. Instead, it drains hit points permanently with its touch. This type of wight will cause the living victim to fight at -1 per touch for 1 full hour after each touch. For example, consider a victim of 4th level with 30 hit points. On the first touch, the victim takes 5 points of damage. His new hit-point total is 25, and he will fight as 3rd level for 1 hour. If a second touch occurs (for, say, 2 points of damage), his permanent hit-point total will be 23 and he will fight as 2nd level for 1 hour, then 3rd level the next hour, and then is back to being 4th level. The lost hit points can be gained back by restoration at the rate of 3-12 points per application of the spell, but if the victim gains a level (or levels) of experience prior to such restoration, then the hit points are forever lost, even if the power of a wish is used. A limited wish will restore 2-12 hit points and a full wish 3-18 hit points if the casting is done before the victim gains a level. No other magic will restore lost hit points. This sort of atypical wight can “procreate” to produce lesser undead with the same power.</p><p>Wraith production is identical to wight production in all respects. An atypical wraith is produced one time in seven as above.</p><p>Ghost production is unlike other death master spells in that the death master will have no control over the ghost once it fully forms 48 hours after the spell is cast. The ghost so produced will not know how it was created and will be fully free-willed. It would attack the death master if it met him again (if it failed the saving throw of 8 allowed to the death master). The victim must have had an intelligence of 14 or more and have been at least 9th level (in any class) prior to death. Hit points for such a ghost are maximum.</p><p>Lichdom can be cast on a willing high priest or magic-user of at least 18th level, or a death master of 13th level. The death master must make a potion for the spell caster to consume. Its cost will be 6,000 gp. The spell caster is allowed his normal unadjusted saving throw vs. death magic. If the victim makes the saving throw, he becomes a lich in 24 hours. If he fails the saving throw, then he is merely dead. The spell caster can be raised in the usual manner and the process tried again. However, the spell caster will have lost a level of experience and may have to requalify to become a lich. The death master can cast this spell on himself.</p><p>Undead production is designed to produce the vast number of evil (but not neutral) undead listed in the FIEND FOLIO Tome. This spectrum is very diversified. Only one undead, regardless of hit dice, can be so manufactured. That undead cannot procreate itself but will conform to the statistics and abilities given in the FIEND FOLIO book in all other ways. Its hit points will always be maximum. The undead, to rise up from being a corpse, must make its “in-life” Saving throw vs. poison or the spell will fail.</p><p>Vampire production will also produce a spectre if the death master so chooses. The corpse must have been killed by a vampire or spectre, but in a way that would not allow the corpse to rise as one of those undead (i.e., killed from damage, not from levels being drained). The corpse is allowed a saving throw vs. spell, and if it fails it becomes a vampire or spectre. The undead so produced is answerable to the death master for one year, but thereafter is free-willed, bearing no animosity toward the death master. The potions required cost 6,000 gp for a vampire and 4,500 gp for a spectre. This undead will have maximum hit points but cannot procreate until it is free-willed.[/spoiler]</p><p></p><p>Dragon 79[spoiler]</p><p><strong>St. Kargoth, King of the Death Knights:</strong> Kargoth was a great paladin, until he unleashed a demonic terror on the Prime Material Plane in a mad bargain for personal power. The grateful demon prince transformed Kargoth into the first and most powerful Death Knight.[/spoiler]</p><p></p><p>Dragon 89[spoiler]</p><p><strong>Undead:</strong> Though the undead do not reproduce in the normal way, some are able to propagate themselves by attacking living creatures.[/spoiler]</p><p></p><p>Dragon 101[spoiler]</p><p><strong>Gu'Armoru:</strong> Gu'armori (singular: gu'armoru) are animated suits of armor constructed through the combined efforts of a magic-user of at least 16th level and a cleric of at least 11th level. The creation of a single gu'armoru requires the fabrication of a suit of adamantite-alloyed armor, the life energy of a fallen fighter of at least 12th level, and the casting of the following spells: animate dead, animate object, enchant an item, geas, magic jar, and raise dead. The exact procedure is performed according to a jealously guarded arcane ritual. Only three written copies of the instructions are known to exist. The process takes at least four months to complete, at a cost of 35,000 gp for each gu'armoru.</p><p><strong>Lhiannan Shee:</strong> A lhiannan shee is thought to be the undead spirit of a woman who killed herself for unrequited love (generally for some particular bard).[/spoiler]</p><p></p><p>Dragon 102[spoiler]</p><p><strong>Semi-Lich:</strong> This is all that remains of the high priest, who tried and failed to turn himself into a lich. He was a 12th-level cleric/11th-level magic-user. His soul has gone on to its punishment, but his undead body remains, possessing all the physical characteristics of a lich, but none of the mental ones.</p><p>The high priest was not insane; he was a very calculating, determined man who made only one mistake.</p><p><strong>Wight Unusually Powerful:</strong> It was once the huntsman warlord, who entered the barrows looking for the missing high priest and wound up as an undead; the wight that killed him was slain in the fight, so the warlord is now free-willed.</p><p></p><p><strong>Undead:</strong> The corpse of a mortal creature placed in the cauldron will emerge as a random undead monster, under the control of the cauldron's current owner. The undead type will be one with a corporeal, physical form, and less than 7 HD. A living creature who enters the cauldron must save vs. death magic at -4, or its soul or life force will be devoured and forever gone. Those who make the save will take 2-8 points of damage and lose two life levels. The cauldron has a magical link with the Negative Material Plane. Those who try to possess it will quickly turn evil, if they were not already. Eventually, the possessor of it will, by a DM-arranged “accident” or his own cauldron-influenced desire, become undead himself. The cauldron can only be destroyed by washing it in the Waters of Life.[/spoiler]</p><p></p><p>Dragon 110[spoiler]</p><p><strong>Dracolich:</strong> The traditional initial step in preparation for lichdom is the imbibing of a potion. The potion for dragons differs from that used by humans in both ingredients and effects –but, as with the latter, it must all be imbibed in one dose for it to work at all, and it does not always cause the desired effect.</p><p>The ingredients are as follows:</p><p>Two pinches of pure arsenic</p><p>One pinch of belladonna</p><p>One measure of fresh (less than 30 nights old) phase-spider venom (at least one pint)</p><p>The blood (at least one quart) of a virgin of a demi-human individual, of a long-lived race (or, alternatively, a gallon of treant sap; this ingredient must have been drawn seven or less nights previously)</p><p>The blood (at least one quart) of a vampire or a person infected with vampirism (this ingredient must have been drawn seven or less nights previously)</p><p>One complete potion of evil dragon</p><p>One complete potion of invulnerability</p><p>The seven ingredients must be mixed control together in an inert vessel (such as one of stone) by the light of a full moon, adding the ingredients to the vessel in the order listed, stirring all the while with the blade of an undamaged, magically whole sword +2, dragon slayer (which may be of any alignment, and strikes for triple damage against any sort of dragon). It may be imbibed at any time thereafter; the mixture will only lose its efficacy if it is touched by direct sunlight while uncovered, or if it is mixed with other liquids.</p><p>When such a potion is drunk by any sort of true dragon, it will have the following effects:</p><p>Dice Result</p><p>01-46 Potion does not work. The dragon suffers 2-24 hp damage, is helpless with convulsions for 1-2 rounds, and loses any spells memorized.</p><p>47-66 Potion works. The dragon lapses into a coma for 1-4 rounds, and when it rouses knows that the potion has worked.</p><p>67-96 Dragon slain instantly, but potion works. If the “host” has been prepared, the dragon's spirit will go there and continue the process of becoming a dracolich.</p><p>97-00 Dragon slain instantly; potion does not work. A full wish is needed to restore dragon to life. (A wish to transform it to undead, dracolich status will cause another roll on this table, instantly.)</p><p>If any creature other than a true dragon imbibes any portion of a dracolich potion, use the following table to determine the potion's effects:</p><p>Dice Result</p><p>01-44 Painful death in 1-2 rounds. The victim shrieks and has convulsions.</p><p>45-67 The imbiber is dealt 3-36 hp damage, as the potion corrodes his internal tissues.</p><p>68-72 The imbiber is feebleminded and affected by a withering disease (treat as the “rotting disease” inflicted by a mummy).</p><p>73-80 The imbiber goes into a coma for 1-6 turns, and is driven insane (as per the DMG).</p><p>81-84 The imbiber goes into a coma for 1-6 turns, and upon awakening can speak all evil dragon tongues.</p><p>85-90 The imbiber goes into a coma for 1-6 turns, and thereafter nothing appears to occur. (DM's note: The imbiber has been rendered forever immune to vampirism, the disease. but can still be life-drained and physically damaged by any vampire(s) encountered.)</p><p>91-00 The imbiber goes into a coma for 1-6 turns, and nothing more occurs.</p><p>No charm, aura reading, or similar spell or mental test will reveal that a dragon has successfully drunk such a potion.</p><p>The Cult of the Dragon always prepares the dragon's “spirit-host” before administering the potion, in case the potion slays the dragon instantly. This host must be a solid item of not less than 2000 gp value that will resist decay (wood, for instance, is unsuitable) and was magically prepared. Gems are commonly used, particularly specimens of carbuncle and jet – although peridot, sard, ruby, and sometimes even fragile black pearls or obsidian have been employed. It is desirous that the host item be often close to corpses (as explained below); for this reason, such a gem is often set in a sword-hilt.</p><p>The host first has enchant an item cast upon it (and must save vs. spell as though of the caster's level for this to be successful). If desired, glassteel can then be cast upon it, to protect the host, and then trap the soul must be cast upon it. Upon the speaking of the dragon's truename during the casting, the dragon will instantly lose 1 hp per hit die it currently possesses; these pass forever into the host. (The host should not have a maze spell cast on it; it is not a “Soulprison”.) The dragon will fall instantly into a coma for 1-4 days, and during this time its mind cannot be contacted or attacked by magic or psionics. Its mind is unreachable, as it's spirit flits back and forth constantly between the host and its dragon body. (Any spells memorized by the dragon at the time trap the soul was cast are lost.)</p><p>If the dragon dies or is slain at any time after this, and it has before death imbibed the aforementioned potion, its spirit will go into the host, regardless of the distance between dragon body and host (which can even be on different planes of existence) or the presence of prismatic spheres, lead boxes, cubes of force, or similar obstacles. At this time, the host will levitate for 1-6 rounds, rising two or three inches upward.</p><p>Cult mages (or any other mage wishing to aid a dragon in attaining lichdom) must then provide a reptilian corpse, ideally that of a dragon or related creature. The body of an ice lizard, firedrake, wyvern, or fire lizard is ideal; that of a dragonne, dragon turtle, or dracolisk has only a small chance of successful use by the dragon's spirit. The corpse of a pseudo-dragon, pterandon, or other non-draconian creature is extremely unlikely to work. The body must be freshly killed (or, at least, dead within the period of the current moon, or 30 days), and within 90' of the host. The mage must then touch the host, cast a magic jar spell that includes the true name of the dragon, and then touch the corpse. In effect, the mage carries the dragon's spirit from host to corpse within his or her own body.</p><p>The corpse must fail a save vs. spell for the dragon's spirit to successfully possess it; if it saves, it will never accept the spirit. For this saving throw, the corpse is treated as a fighter of the same level as the dragon had hit dice when alive, with the following modifiers (any that apply) to the roll:</p><p>-4 if the corpse is of the same alignment as the dragon</p><p>-4 if the corpse is that of a true dragon (any type)</p><p>-3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard</p><p>-1 if the corpse is that of a dracolisk, dragonne, pterandon, or dragon turtle</p><p>+3 if the corpse is that of a nonreptile (i.e., not a lizard man, snake, ophidian, or the like)</p><p>-10 if the corpse is the dragon's own former body (which can be dead any length of time)</p><p>If the dragon's spirit cannot enter the body, it will take over the magic-user's own body, unless the magic-user returns it to the host by touching the host again within 2-12 rounds. It can remain in the host for any length of time without harm – unless the host is itself destroyed.</p><p>If the corpse accepts the dragon's spirit, it becomes animated by the spirit, and has the dragon's own mind and its dracolich immunities (see below). It will be telepathic if the dragon could speak in life, but unless it is the dragon's own former body, cannot speak. and therefore cannot cast spells with verbal components. (If your campaign rules dictate that dragons must use their forepaws to manipulate material and somatic components, then the dracolich may meet further difficulties if the corpse has no usable forepaws.) It can learn spells if they are available to be memorized, until its roster is full, whereupon it can never learn spells again. If the Cult of the Dragon is involved, the Cult will see that powerful and useful magics are learned.</p><p>The “proto-dracolich” has but one goal: If it is not itself the body of the dragon, it hungers for the original body, and will seek out and devour that corpse. (For this reason, Cult members favor using the dragon's own body – i.e., keeping the host near it – or else providing corpses with wings, to make any journey to the original body as rapid and easy as possible.) The dragon's spirit can sense the direction and distance of its own former body, regardless of distance (although it cannot pass without aid to another plane of existence to reach it), and will tirelessly seek it out, not needing other meals for sustenance, nor rest.</p><p>If the dragon's own body has been burned or dismembered, the proto-dracolich need only devour the ashes or pieces. Total destruction of the dragon's body is possible only through use of a disintegrate spell (the body gets a normal save vs. the spell). If a Cult mage or other magic-user casts a limited (or full) wish, the body can be reincorporated if it was disintegrated on the Positive, Negative, or Prime Material Plane, as long as the wish is cast in the same plane as that disintegration occurred. Typically, various teeth and organs of a dragon are carried off by magic-users, alchemists, or adventurers wishing to sell such remains to mages or alchemists, and the proto-dracolich need only wait until such individuals are asleep or engaged in other activity (such as combat or spellcasting) to seize and devour the parts.</p><p>Only 10% or so of the body must be so devoured for the proto-dracolich to achieve its aim (it will know when this has occurred). Thereafter, within seven days, the proto-dracolich will metamorphose into a body resembling the dragon's original body in life – able to speak, cast spells, and employ the breath weapon just as the dragon could when it was alive. (If the dracolich possesses its own former body, it regains speech and the use of its breath weapon within seven days of possession.) It is then a dracolich.</p><p>A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon.[/spoiler]</p><p></p><p>Dragon 119[spoiler]</p><p><strong>Musical Spirit:</strong> Musical spirits are believed to be the spirits of bards or druids sent to the Prime Material Plane or who have remained on the Prime Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life. Both male and female (human, elven, and half-elven) musical spirits have been encountered in sylvan settings.[/spoiler]</p><p></p><p>Dragon 122[spoiler]</p><p><strong>Tyerkow:</strong> ?</p><p></p><p><strong>Undead:</strong> Creatures killed in the otherworld state from a druid's otherworld spell have a 75% chance of rising as undead of random sorts.[/spoiler]</p><p></p><p>Dragon 126[spoiler]</p><p><strong>Dracula (Vlad Tepes):</strong> Dracula is assumed to have been reborn as a true vampire after his death.</p><p><strong>Vrykolakas:</strong> The vrykolakas is not self-animated. Instead, an evil spirit enters the body, causing it to move about. The vrykolakas would thus be the result of a bizarre kind of demonic possession, all the more terrible because the dead person has no mind to actively resist the takeover.</p><p>One common practice of the vrykolakas is to seat itself upon a sleeping victim and, by its enormous weight and horrific presence, cause an agonizing sense of oppression. A victim who dies from this oppression will himself become a vrykolakas.</p><p><strong>Great Vrykolakas:</strong> The vrykolakas monster after 80 days have passed since it came into existence.</p><p>After 80 days, the vrykolakas gains enough power to become a great vrykolakas.</p><p><strong>Ch'ing Shih:</strong> The ch'ing shih is a kind of Chinese vampire. Like the vrykolakas, the corpse is actually animated by a sort of demon who preserves the corpse from decay so that it can prey on the living. Unlike the vrykolakas, however, the demon animating the corpse is not entirely alien.</p><p>The Chinese believed that a person has two souls: the Hun, or superior soul which is aligned with the spirits of goodness; and the P'o, or inferior soul, which is aligned with the spirits of evil. If a body is not given the proper funeral rites, the P'o can seize control and animate the corpse. A particularly evil person may become a ch'ing shih by purposely separating the two souls. The superior soul can be stored someplace outside the body (much like in the magic jar spell) while the inferior soul is given free reign. When the person dies, he will return from the grave to work evil.</p><p>Evil P'o animating the corpse.</p><p><strong>Vampire Greater:</strong> A variant form of vampire has been recorded which originates from the life-draining kiss of a succubus; high-level characters actually slain in this manner arise as vampires of exceptional strength and ability within a fortnight.</p><p></p><p><strong>Undead:</strong> Areas in a fantasy universe in which huge numbers of people were slain or died all at once might also form breeding grounds for immense numbers of undead.</p><p><strong>Vampire:</strong> If so desired, a vampire can transform its victims into vampires, thus spreading the curse of the undead. Only a select few of the victims become vampires; most victims merely die as a result of being drained by the bite of a vampire.</p><p>In Slavic folklore, the vampire and the werewolf are closely related. In fact, the surest way to become a vampire after death is to have been a werewolf in life. Another way to become a vampire is to eat the flesh of an animal that has been killed by a wolf (especially a werewolf in wolf form). The idea is that the wolf's bite has spread the contagion.</p><p>The actual origins of vampires are lost in time, though they are among the greatest and most evil servants of Orcus.</p><p><strong>Apparition:</strong> An apparition is the insubstantial remains of a person of authority – sergeant, priest, etc. – charged with overseeing or guarding a specific area, whose death was the result of a shirking of duty. Confined to the area originally to be guarded, the apparition seeks both to protect its .lair. and to gather additional guardians to its service. Thus, a character slain by an apparition who later rises as such will return to the lair of the original creature to take up guardianship alongside it, taking the apparition .s place if that creature has been slain.</p><p><strong>Coffer Corpse:</strong> Coffer corpses are the restless remains of those whose last interment wishes were not carried out. Usually, this occurs because expediency dictates the body be abandoned to avoid any unpleasant fate due to the burden (as might often happen during a plague). At other times, church elders may deny the corpse interment in sacred ground. In cases such as these, there is a 5% chance that the restless spirit of the dead person remains tied to the corpse, rising during the hours of darkness to wander the area of its abandonment in a hopeless search for rest, returning to its ”air” at dawn.</p><p><strong>Crypt Thing:</strong> The crypt thing is a specially created guardian of tombs fashioned from a skeleton inhabited by a creature summoned from the Plane of Limbo by a high-level cleric.</p><p><strong>Death Knight:</strong> Probably the rarest of undead, the death knight is the ultimate fate of a fallen human paladin or cavalier formerly, not less than 10th level. Bound to the demon prince Demogorgon.</p><p><strong>Eye of Fear and Flame:</strong> This odd creature is the corrupt result of a lawful evil cleric who sought (and failed) to achieve immortality or lichdom. Seized by Orcus for its presumption, the accursed creature is bound to seek out lawful characters to corrupt through evil and chaotic deeds.</p><p><strong>Ghast:</strong> A ghast is a ghoul which, through continued exposure to the magical forces of the Abyss, gains superior abilities and powers.</p><p>A character slain by a ghast later arises as a ghast under the control of its slayer.</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon.</p><p><strong>Ghost:</strong> Ghosts are the spirits of humans whose passing from life was marked by great anger or hatred. Because of this, the spirit of the departed becomes tied to a certain area . usually the place at which it died . bemoaning the fact of its death or inability to seek revenge.</p><p>The ghost is the sentient soul of a now-dead, evil creature.</p><p>Eventually, the wraith manifestation of a disturbed demilich gives way to that of a ghost.</p><p><strong>Ghoul:</strong> Ghouls are the cursed remains of overwhelmingly evil humans who took advantage of and fed off of mankind during life, and so are bound to feed off humanity (literally) after death. Upon the passing of such an evil person, if proper spells and precautions are not observed (i.e., burial and bless spells), there is a 5% chance such a person will later rise as a ghoul, placing the community at large at great risk. Those among the living who fall prey to ghouls become as these undead – despoilers of the dead. </p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon.</p><p><strong>Ghoul Lacedon:</strong> The lacedon, or water ghoul, is the unhappy fate of certain pirates and corsairs.</p><p><strong>Groaning Spirit:</strong> This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow.</p><p><strong>Haunt:</strong> The haunt is the restless spark of life of one who has died without completing a vital task. So great was the urgency to complete the deed that the vital life-force of the individual remains tied to the scene of death, there to remain until it can find a living shell to inhabit until the task is completed. The difference</p><p>between this and its cousin, the ghost, is that the haunt is the mindless life-essence of the departed, while the ghost is the sentient soul of a now-dead, evil creature.</p><p><strong>Huecuva:</strong> Some sages have postulated that huecuvas are in fact the remains of tomb robbers slain by mummies and cursed to act as guardians for them.</p><p>Some claim that tomb robbers slain by mummies may later rise as huecuvas, joining their slayers as guardians.</p><p><strong>Lich:</strong> Possibly the most powerful of the undead creatures, liches were formerly magic-users, clerics, or wizard/priests of high level. While the circumstances in which a lich arises are somewhat varied, a lich is most often the result of an evil archmage's or high priest's quest for immortality. The process involved in the creation of the lich remains a mystery to most, although some have suggested that through the assistance of a demon, the knowledge can be fully learned.</p><p>In even rarer cases, it is rumored that a wizard of extremely high level in fanatical pursuit of the answer to some bit of research may continue his work even beyond the point of death. Perhaps due to the years of exposure to magical powers, some inexplicable force allows the soul to remain with its dead shell until the inhabitant discovers the answer to its research or until the body crumbles to dust.</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon.</p><p><strong>Demilich:</strong> With the former lich type that pursued immortality the bodily shell eventually becomes dust, leaving only the skull and a few bones intact while the soul wanders forth to other planes. Nevertheless, these remains apparently retain a form of sentience. The source of this sentience is debated. Some sages maintain that it originates with the lingering essences of larvae used to maintain the lich's existence, while others assert a psychic tie to the now-departed wizard or cleric. Whatever the case, the remaining form, referred to as a demilich, is perhaps even more dangerous than the original lich, possessing both energy- and soul-draining capacity along with a keening ability similar to that of a groaning spirit.</p><p>The first manifestation of a disturbed demilich is that of an apparent wraith, which most often enjoys the energy-draining ability of that creature. A clue to the true nature of the monster can be gained by the fact that this wraith manifestation cannot be turned by a cleric otherwise able to overcome a traditional creature of that sort. This manifestation's sole purpose is to induce melee and spell attack, the latter of which has the effect of strengthening the creature (of course, a successful energy drain upon a character has the same effect). Eventually, the wraith manifestation gives way to that of a ghost – once again affording the same abilities of an actual creature of that sort. (It is said that the preferred mode of attack by this manifestation is to magic jar a group's magic-user, thereby utilizing the target's spells against his own party.)</p><p><strong>Mummy:</strong> Contrary to popular belief, mummies are not usually the venerated dead found within Egyptian burial chambers. Instead, the mummy is typically some unfortunate warrior who, for some transgression, has been chosen to stand guard over the departed.</p><p>The means of creating a mummy are said to include a special form of the animate dead spell, along with an elixir made from a rare herb growing only in the wildest parts of deserts.</p><p><strong>Poltergeist:</strong> Merely a restless spirit.</p><p><strong>Revenant:</strong> On rare occasions when a powerful human is slain, there is a slight chance (5%) that the slain person (through sheer willpower and anger) arises as a revenant to seek out and slay its killers.</p><p><strong>Sheet Phantom:</strong> The sheet phantom is an odd form of undead thought by some to come about as a result of some particularly bizarre circumstance, the nature of which no two sages can agree upon. One popular theory is that it is the spirit of a magic-user who, while under a duo dimension spell, was slain by a ghoul. The idea of it being an undead form of a lurker above is not widely or seriously acknowledged.</p><p><strong>Sheet Ghoul:</strong> The sheet phantom's purpose in hiding is to envelop and possess a living being (thereafter known as a sheet ghoul).</p><p><strong>Skeleton Animal:</strong> These relatively weak skeletons of normal animals are said to be created mostly by neutral-aligned clerics hesitant to use the animate dead spell on humanoid remains.</p><p><strong>Skeleton Warrior:</strong> In most cases, skeleton warriors were powerful fighters or cavaliers (possibly paladins) who were seduced to the path of evil. Some claim Orcus or Demogorgon originally bound these warriors to be servants to the 12 death knights. Others claim that even today, powerful wizard/priests may learn the sorcerous methods of creating such monsters.</p><p><strong>Son of Kyuss:</strong> The origin of these horrid creatures dates back to an evil high priest named Kyuss. Originally meant as temple guardians, the “Sons” have, after the passing of Kyuss, continued to be fashioned by certain priests of the Egyptian deity Set, and may be found on many worlds where such worship exists.</p><p><strong>Spectre:</strong> Spectres are the cursed souls of those who ruthlessly oppressed their fellow men during their lifetime (the character of Jacob Marly from A Christmas Carol provides a good example). Bound to wander the land they ruled, particularly its most desolate and isolated regions, spectres hate the living for the torment of unrest they endure. A fair number of spectres were very powerful and feared as political figures in life, particularly tyrants who were fighters, thieves, or assassins.</p><p><strong>Wight:</strong> The true origin of wights remains a mystery. Some sages claim they are the fates of evil humans who, through illness or deliberate design, are buried alive, and through their anger and sheer willpower remain in a state of unlife to seek revenge. Others say wights are evil guardians, the spirits of loyal henchmen who were slain and buried with their lieges to protect their former masters from desecration.</p><p>The noises are, of course, the mayor – now turned to a wight over the anger of having been buried alive.</p><p><strong>Wraith:</strong> Wraiths are said to be the horrid spirits of dying men who vow to return and wreak havoc upon the living. In such cases where it would be impossible for an individual to become a revenant, there is a 5% chance that a person of great evil can fulfill his curse irrespective of whether or not precautions – including destroying the physical body – are taken.</p><p>The first manifestation of a disturbed demilich is that of an apparent wraith.</p><p><strong>Zombie Human:</strong> Zombies are the mindless, undead servitors of magic-users or clerics who cast an animate dead on corpses not fully stripped of flesh – a process usually requiring either time or a cash expenditure of one gp per corpse for acid (though certain insects also serve well in this regard).</p><p>Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon.</p><p><strong>Zombie Juju:</strong> This uncommon creature originates with a high-level magic-user's slaying of a creature by way of an energy drain spell.</p><p><strong>Zombie Monster:</strong> Monster zombies are the result of casting animate dead spells upon the remains of bugbears, giants, etc.[/spoiler]</p><p></p><p>Dragon 134[spoiler]</p><p><strong>Dragotha:</strong> Dragotha had made plans before his death to insure that he lived forever. He had contacted an unknown deity of death who, for personal reasons, agreed to restore “life” to Dragotha.s body when Dragotha died. The deity restored Dragotha, but instead of renewed life, Dragotha was placed in an eternal cursed state resembling lichdom.</p><p><strong>Drakanman:</strong> Sometimes Dragotha wishes to use his opponents to serve his needs. In this case, he uses his most powerful breath weapon: his dreaded death wind. This wind of negative energy causes all beings within range to save vs. breath weapon or die; slain humans, demihumans, humanoids, and giantkind are then transformed into undead warriors who serve their slayer. A person changed by Dragotha into an undead warrior is known in legend as a drakanman.[/spoiler]</p><p></p><p>Dragon 138[spoiler]</p><p><strong>Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead:</strong> Bloody bones are the undead, animated corpses of evil criminals cursed to continue their horrid trade long after they should have died.</p><p><strong>Skleros:</strong> Skleros are skeletons made from the corpses of highly trained warriors (fighters of 4th level or better) that still magically retain some of their past fighting skills.</p><p><strong>Dry Bones:</strong> ?</p><p><strong>Gem Eyes:</strong> Gem eyes are special undead creatures created by powerful magic-users. Each skeleton has a pair of glowing gems for eyes, and each pair of gems holds one magical spell. The power of the eyes is linked to the “unlife” of the creature. Hence, the magical power leaves the gems when the skeleton is reduced to zero or less hit points.</p><p>The magic-users who create gem eyes take special care to make the skeletal life force stronger than normal (hence the 4 + 2 hit dice). The magic-user must be at least 11th level. Instead of animating 11 skeletons with an animate dead spell, the magic-user animates one gem-eyes skeleton with more hit dice. Theoretically, any magical spell could be put into the eyes (using enchant an item or permanency), but two factors limit the gems. Magical power. The spells used in the gems are normally fourth level or lower; and spells tied to the “natural” power of the gem types are easier to make permanent.</p><p><strong>Shock Bones:</strong> Shock bones are skeletons animated by both magic and electricity.</p><p><strong>Galley Beggar:</strong> ?</p><p><strong>Walking Dead:</strong> Walking dead are undead animated corpses that keep attacking until completely destroyed.</p><p><strong>Hungry Dead:</strong> The hungry dead are undead corpses that return from the grave to feed off the living.</p><p>The return of the hungry dead is usually triggered by an evil magic-user or cleric. The animating force is always concentrated in one single area of the body.</p><p><strong>Colossus:</strong> The evil Nathaire created a terrifying giant undead creature.</p><p>Nathaire was a powerful alchemist, astrologer, and necromancer. Working with his 10 students, he robbed a graveyard of all its corpses. In a kind of magical assembly-line, the corpses were stripped of all clothing, then the flesh and bones were separated into separate vats and rendered down to a pliable mass. All the bones were then reshaped and rehardened to form a huge skeleton. Finally, the skeleton was once again fleshed out. The separate ingredients were thus used to create a giant zombie.</p><p>A colossus is essentially a giant zombie magically made from many corpses.</p><p><strong>Colossus Lesser:</strong> A colossus is essentially a giant zombie magically made from many corpses. A lesser colossus is about 11' tall (between the size of a hill giant and a stone giant).</p><p><strong>Colossus Greater:</strong> A colossus is essentially a giant zombie magically made from many corpses. A greater colossus is an amazing 33' tall (larger than the largest titan).</p><p><strong>Le Grande Zombi:</strong> It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead).</p><p><strong>Ghula:</strong> ?</p><p><strong>Baka:</strong> The corpse which forms a baka belonged to a member of a secret magical society that practices ritual cannibalism. The cannibalism is believed to give the eaters magical powers and is a form of necromancy.</p><p>While a baka has to be animated like a zombie, the baka is no mindless slave. In the realms of death, the dead person has merged with certain evil spirits and now has their powers.</p><p>Baka are the animated undead corpses of members of a secret cannibalistic society.</p><p><strong>Spirit Ghoul:</strong> A spirit-ghoul is a type of ghoul which is actually some poor unfortunate victim possessed by an evil entity. The entity warps the physical appearance of the person so that the individual looks like a ghoul.</p><p><strong>Black Annis:</strong> ?</p><p><strong>Wendigo:</strong> These wendigos might be people who entered into a pact with certain evil spirits that lurk in the forest and help these people kill their victims. Perhaps these wendigos were humans gazed upon the mythical being Wendigo, as in the Indian myths.</p><p><strong>Callicantzari:</strong> ?</p><p><strong>Great Callicantzaros:</strong> ?</p><p></p><p><strong>Undead:</strong> Some DMs rule that only humans become undead, but it is more common to include all the PC races and their NPC subraces. Animals and monsters never become undead unless their remains are magically animated as skeletons or zombies. Such creatures simply die when slain by undead.</p><p><strong>Skeleton:</strong> In the AD&D game, skeletons are magically animated by clerics or magic-users. </p><p>The corpse used for the animate dead spell has been buried for so long that only bones remain (or perhaps all flesh is destroyed in the process of animation, leaving only bones).</p><p><strong>Zombie:</strong> Zombies are dead bodies brought back to a semblance of life by magic.</p><p>Zombies are created by bokors, evil voodoo sorcerers. A bokor gains control of the gros-bon-ange of a dying person by sucking out the soul magically, trapping it in a magic vessel, or substituting the soul of an insect or small animal for the human soul. At midnight on the day of burial, the bokor goes with his assistants to the grave, opens it, and calls the victim's name. Because the bokor holds his soul, the dead person must lift his head and answer. As he does so, the bokor passes the bottle containing the gros-bon-ange under the victim's nose for a single brief instant. The dead person is then reanimated.</p><p><strong>Ghoul:</strong> In some myths, ghouls return from the dead and drink blood besides eating flesh.[/spoiler]</p><p></p><p>Dragon 140[spoiler]</p><p><strong>Blood Warriors:</strong> Kazgoroth is aided by its magically created Blood Warriors.[/spoiler]</p><p></p><p>Dragon 215[spoiler]</p><p><strong>Ghost:</strong> The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront.</p><p><strong>Ghoul:</strong> The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls.</p><p><strong>Shadow:</strong> Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on.</p><p><strong>Son of Kyuss:</strong> ?</p><p><strong>Coffer Corpse:</strong> The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane.</p><p><strong>Spectre:</strong> When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>1e Dungeon Magazine[spoiler]</p><p></p><p>Dungeon 1[spoiler]</p><p><strong>Yattele-Ettes, Vampire:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Shadow:</strong> These shadows were originally followers of Kholum who were slain as thieves and reincarnated by their deity as shadows to guard their former guildmaster's tomb. Over the centuries, these shadows have been joined by the spirits of graverobbers, wanderers, and others who were trapped in the tomb, until a small army of these creatures lurks in the area.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> In this sarcophagus is a witch doctor who was less than entirely devout in his service of Maglubiyet; his transgressions were not too serious, so he was only cursed to be a ghoul rather than be sentenced to eternal torture.</p><p><strong>Haunt:</strong> This spirit is that of a woman looking for her missing husband-who was slain by Flame sixty years ago.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/149856/Dungeon-191-4e?affiliate_id=17596" target="_blank">Dungeon 191</a>[spoiler]</p><p><strong>Vlaakith:</strong> ?</p><p><strong>Tl'a'ikith:</strong> ?</p><p><strong>Kr'y'izoth:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/166073/Dungeon-215-4e?affiliate_id=17596" target="_blank">Dungeon 215</a>[spoiler]</p><p><strong>Ghost:</strong> The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront.</p><p><strong>Ghoul:</strong> The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls.</p><p><strong>Shadow:</strong> Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on.</p><p><strong>Son of Kyuss:</strong> ?</p><p><strong>Coffer Corpse:</strong> The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane.</p><p><strong>Spectre:</strong> When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/169620/Dungeon-221-4e-Next?affiliate_id=17596" target="_blank">Dungeon 221</a>[spoiler]</p><p><strong>Skeleton:</strong> The family buried here suffered a curse, and so undead linger in the vault.</p><p><strong>Wraith:</strong> The family buried here suffered a curse, and so undead linger in the vault.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>3rd Party[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/147588/CC1-Creature-Compendium?affiliate_id=17596" target="_blank">CC1 Creature Compendium</a>[spoiler]</p><p><strong>Bestial Beast:</strong> Bestial beasts are the spectral presences of centaurs who were particularly evil during their life.</p><p><strong>Chotogor:</strong> At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör,</p><p>The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises.</p><p><strong>Draugr:</strong> Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest.</p><p><strong>Fetch:</strong> ?</p><p><strong>Jenglot:</strong> It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality.</p><p><strong>Lich Nephil:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.</p><p><strong>Mummy Animal:</strong> Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures.</p><p><strong>Mummy Animal Baboon:</strong> ?</p><p><strong>Mummy Animal Beetle:</strong> ?</p><p><strong>Mummy Animal Cat:</strong> ?</p><p><strong>Mummy Animal Crocodile:</strong> ?</p><p><strong>Mummy Animal Jackal:</strong> ?</p><p><strong>Mummy Animal Mongoose:</strong> ?</p><p><strong>Mummy Animal Serpent:</strong> ?</p><p><strong>Skeleton Ruby:</strong> Ruby skeletons are specially enchanted skeletons.</p><p><strong>Skeleton Rupture:</strong> Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them.</p><p><strong>Skeleton Stone:</strong> Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized.</p><p><strong>Spirit Flailing:</strong> A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds.</p><p><strong>Striga:</strong> A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).</p><p><em>Create Striga</em> spell.</p><p><strong>Worm Sarcophogal:</strong> Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife.</p><p>Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human.</p><p>Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane.</p><p><strong>Lich:</strong> Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed.</p><p><strong>Mummy:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p></p><p>5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).[/spoiler]</p><p></p><p><a href="https://www.dragonsfoot.org/files/pdf/df12.pdf" target="_blank">DF12: High Atop Dragonmount</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Melgaster, Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/216406/The-Complete-Cities-of-Sorcery-Campaigns?affiliate_id=17596" target="_blank">The Complete Cities of Sorcery Campaigns</a>[spoiler]</p><p><strong>Son of Valus:</strong> It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic.</p><p><strong>Son of Valus, Warrior, Martial Undead:</strong> ?</p><p><strong>Undead:</strong> Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason.</p><p><strong>Eperius Regault, Greater Undead, Revenant Body:</strong> ?</p><p><strong>Undead Trio, Figure Large, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.</p><p><strong>Undead Trio, Figure Robed in Black, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.</p><p><strong>Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back.</p><p><strong>Taux:</strong> Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb.</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing, Seated Figure in Heavy Robes and a Skull Face:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghast, Figure:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghost of a Former High Priest:</strong> ?</p><p><strong>Tortured Virgin Ghost:</strong> The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females.</p><p><strong>Aman-Utep, Mummy Lord, Mummy, Insane Mummy, Tall Lean Man:</strong> It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body. </p><p>Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken.</p><p><strong>Mummy Priestess:</strong> ?</p><p><strong>Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Enhanced Skeleton:</strong> ?</p><p><strong>Enhanced Skeleton, Animated Skeleton, Guard, Humanoid Figure:</strong> ?</p><p><strong>Skeleton:</strong> Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter.</p><p><strong>Skeleton, Fully Animated Skeleton:</strong> ?</p><p><strong>Greater Skeleton:</strong> ?</p><p><strong>Greater Skeleton, Greater Undead:</strong> ?</p><p><strong>Fresh Zombie:</strong> ?</p><p><strong>Fresh Zombie, Freshly Animated Zombie:</strong> ?</p><p><strong>Walking Corpse, Standard Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/265595/The-Complete-White-Ship-Campaign?affiliate_id=17596" target="_blank">The Complete White Ship Campaign</a>[spoiler]</p><p><strong>Undead, The Dead:</strong> ?</p><p><strong>Captain Fu, Undead Dwarven Samurai:</strong> ?</p><p><strong>Lord Drago Shenza, Undead Dwarven Samurai, Fallen Patron:</strong> He has been turned into an undead by Molo, his soul malformed and corrupted. (The Complete White Ship Campaign)</p><p><strong>Lord Karata Shenza, Undead Dwarven Samurai, Horrific Undead:</strong> Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead.</p><p><strong>Undead Jack Guard:</strong> ?</p><p><strong>Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter:</strong> ?</p><p><strong>Undead Jack Guard, Large Undead Guard, Elite Jack Guard:</strong> ?</p><p><strong>Undead Monstrosity:</strong> ?</p><p><strong>Undead Monstrosity, Pile of Refuse, Great Undead Monstrosity, Conflagration of Collected Undead Matter:</strong> ?</p><p><strong>Undead Sailor:</strong> ?</p><p><strong>Undead Greater Cyclops:</strong> ?</p><p><strong>Undead Greater Cyclops, Giant Undead Cyclops, Great Cyclops:</strong> ?</p><p><strong>Groaning Spirit, Banshee:</strong> ?</p><p><strong>Groaning Spirit, Banshee, Ghost of the Tower Botanist:</strong> ?</p><p><strong>Greater Poltergeist:</strong> ?</p><p><strong>Lady Sinoah, Ghost Daughter:</strong> Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost.</p><p><strong>Lady Reumyo, Ghost Daughter, Tortured Ghost:</strong> Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber.</p><p><strong>Ghoul:</strong> The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb.</p><p><strong>Ghoul, Amazonian Ghoul:</strong> ?</p><p><strong>Minor Lich:</strong> ?</p><p><strong>Minor Lich, Corpse of an Ancient Dwarven High Priest:</strong> ?</p><p><strong>Death Keeper:</strong> This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living.</p><p><strong>Death Keeper, Mysterious Deadly Creature, Mummy of the Sea, Ancient Corsair Lord:</strong> ?</p><p><strong>Mummy Lord:</strong> ?</p><p><strong>Shadow:</strong> A shadow lurks in the room, a product of the Necrotic Pearl.</p><p>A shadow lurks here, one of the victims of the necrotic cloud.</p><p>Shadow Strength Drain.</p><p><strong>Skeleton:</strong> ?</p><p><strong>Greater Skeleton:</strong> ?</p><p><strong>Olrik, Greater Skeleton, Corpse of a Mighty Dwarf:</strong> On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor.</p><p>This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power.</p><p><strong>Ankylosaurus Skeleton:</strong> One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl.</p><p><strong>Ankylosaurus Skeleton, Greater Dinosaur Skeleton:</strong> ?</p><p><strong>Giant Zombie:</strong> One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie.</p><p><strong>Giant Zombie, Greater Zombie:</strong> ?</p><p><strong>Shadow Stuff Zombie:</strong> ?</p><p><strong>Shadow Stuff Zombie, Wandering Dead, Quick Zombie:</strong> ?</p><p><strong>Ghost Eye Zombie:</strong> Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness.</p><p>The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie.</p><p><strong>Ghost Eye Zombie, Blurry-Eyed Zombie:</strong> ?</p><p><strong>Greater Zombie:</strong> ?</p><p><strong>Dwarven Zombie Priest:</strong> Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry.</p><p><strong>Undead Pirate Zombie:</strong> ?</p><p><strong>Greater Zombie Crewman:</strong> ?</p><p><strong>Greater Zombie Crewman, Undead Crewman:</strong> ?</p><p><strong>Biting Skull:</strong> ?</p><p></p><p>Strength Drain (drains 1 point of Strength per successful hit until turning victim into a shadow as well).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/166313/The-Folio-1-5E-Version--ROS1?affiliate_id=17596" target="_blank">The Folio #1 [5E Version] - ROS1</a>[spoiler]</p><p><strong>Lady Astrid Aldenmier, Ghostly Apparition:</strong> ?</p><p><strong>Animated Skeleton, 'Enhanced' Skeleton:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Zombie, The Dead:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/150238/The-Folio-2-1E--5E-Format-ROS2?affiliate_id=17596" target="_blank">The Folio #2 [1E & 5E Format] ROS2</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition:</strong> ?</p><p><strong>Korean Water Ghost:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Shadow Haunt:</strong> ?</p><p><strong>Increased HD Shadow:</strong> ?</p><p><strong>Nuban Vampire, Man With Chocolate-Colored Skin:</strong> ?</p><p><strong>Quick Zombie:</strong> ?[/spoiler]</p><p></p><p></p><p><a href="https://www.drivethrurpg.com/product/155555/The-Folio-3-1E--5E-Format-ROS3?affiliate_id=17596" target="_blank">The Folio #3 [1E & 5E Format] ROS3</a>[spoiler]</p><p><strong>Undead Ettin, Two-Headed Giant With Rotting Flesh:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Crawling Claw, Insidious Human Appendage:</strong> ?</p><p><strong>Death Knight, Armored Man:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Astrid, Ghostly Wife:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/166314/The-Folio-4-1E--5E-Format-ROS4?affiliate_id=17596" target="_blank">The Folio #4 [1E & 5E Format] ROS4</a>[spoiler]</p><p><strong>Burning Dead, Burning Dead Corpse:</strong> This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs.</p><p><strong>Ghostly Wife:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Nasty Pissed Off Spirit, Very Angry Spirit, The Dead:</strong> Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception.</p><p><strong>Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8:</strong> ?</p><p><strong>Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Magic-User 8:</strong> ?</p><p><strong>Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8:</strong> ?</p><p><strong>Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Thief 8:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170308/The-Folio-5-1E--5E-Format-ROS5?affiliate_id=17596" target="_blank">The Folio #5 [1E & 5E Format] ROS5</a>[spoiler]</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/170309/The-Folio-6-1E--5E-Format-ROS6?affiliate_id=17596" target="_blank">The Folio #6 [1E & 5E Format] ROS6</a>[spoiler]</p><p><strong>Lich:</strong> ?</p><p><strong>Skeletal Warrior:</strong> ?</p><p><strong>Zombie, Standard Zombie:</strong> ?</p><p><strong>Brainless Enhanced Zombie, Shadowy Figure:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/216224/The-Folio-Digital-Quarterly-2-1E--5E-Format?affiliate_id=17596" target="_blank">The Folio Digital Quarterly #2 [1E & 5E Format]</a>[spoiler]</p><p><strong>White Ship Zombie, Figure:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>1e 3rd Party Magazines[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596" target="_blank">Knockspell #3</a>[spoiler]</p><p><strong>Death Knight:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>1e OSR Variants[spoiler]</p><p></p><p>Astonishing Swordsmen & Sorcerers of Hyperborea[spoiler]</p><p></p><p>ACKS Cumulative[spoiler]</p><p><strong>Undead:</strong> ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP).</p><p>When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ). (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Allosaurus Small:</strong> See Small Allosaurus.</p><p><strong>Animal Undead:</strong> See Undead Animal.</p><p><strong>Aquatic Ghoul:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Banshee:</strong> See Ghost Banshee, Baobhan Sith.</p><p><strong>Baobhan Sith:</strong> See Ghost Banshee, Baobhan Sith.</p><p><strong>Bog Mummy:</strong> See Mummy Bog.</p><p><strong>Centurian:</strong> See Skeleton, Centurian.</p><p><strong>Child Ghost:</strong> See Ghost Child.</p><p><strong>Cobra Giant Skeletal:</strong> See Undead Animal Large Giant Skeletal Cobra.</p><p><strong>Dead Walking:</strong> See Zombie, Walking Dead.</p><p><strong>Ghast:</strong> See Ghoul Ghast.</p><p><strong>Ghost:</strong> Cursed with undeath. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Ghost, Ta-Nee:</strong> I am Ta-Nee, who in life was queen of Hyperborea. But my king would not accept death and trapped my soul, along with so many others, in his sorcerous tomb. (Beneath the Comet)</p><p><strong>Ghost Banshee, Baobhan Sith:</strong> Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Ghost Banshee Benevolent:</strong> ?</p><p><strong>Ghost Banshee Malevolent:</strong> ?</p><p><strong>Ghost Child:</strong> ?</p><p><strong>Ghost Ship:</strong> ?</p><p><strong>Ghoul Aquatic:</strong> See Ghoul Lacedon, Aquatic Ghoul.</p><p><strong>Ghoul:</strong> Slain victims of ghouls later become ghouls. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.</p><p>Hyperborea (Compleat Second Edition))</p><p>A ghoul's slain victims later become ghouls. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Dead II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>This is a repugnant humanoid, once a man, now cursed with undeath. (Astonishing Swordsmen & Sorcerers of <em>Animate Dead II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>Mask of the Plague Doctor magic item. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Ghoul Ghast:</strong> Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Dead II</em> spell, 12th caster level. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Animate Dead II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Ghoul Lacedon, Aquatic Ghoul:</strong> A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon). (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Giant Ground Sloth Animal Skeleton:</strong> See Undead Animal Large Giant Ground Sloth Animal Skeleton.</p><p><strong>Giant Skeletal Cobra:</strong> See Undead Animal Large Giant Skeletal Cobra.</p><p><strong>Giant Skeleton:</strong> See Skeleton Giant.</p><p><strong>Gloom-Eater Zombie:</strong> See Zombie Gloom-Eater.</p><p><strong>Ground Sloth Giant:</strong> Giant Ground Sloth.</p><p><strong>Hand Skeletal:</strong> See Skeletal Hand.</p><p><strong>Ice Mummy:</strong> See Mummy Ice.</p><p><strong>Intestine Zombie:</strong> See Zombie Intestine.</p><p><strong>Ka-Ven:</strong> See Lich, Ka-Ven.</p><p><strong>King Yleil:</strong> See Lich, King Yleil.</p><p><strong>Large Skeleton:</strong> See Skeleton Large.</p><p><strong>Large Undead Animal:</strong> See Undead Animal Large.</p><p><strong>Lich:</strong> A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Lich:</strong> Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service. (Knockspell Magazine #1)</p><p><strong>Lich, Ka-Ven:</strong> ?</p><p><strong>Lich, King Yleil:</strong> ?</p><p><strong>Medium Undead Animal:</strong> See Undead Animal Medium.</p><p><strong>Mummy:</strong> <strong>Mummy:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Mummy Bog:</strong> Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>Foul corpse that has been preserved by the foetid, acidic water of a peat bog. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Mummy Ice:</strong> Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Mummy Ice Noble:</strong> ?</p><p><strong>Mummy Ice Thrall:</strong> An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Noble Mummy Ice:</strong> ?</p><p><strong>Pirate Skeletal:</strong> See Skeletal Pirate.</p><p><strong>Servant Skeletal:</strong> See Skeletal Servant.</p><p><strong>Servant Skeleton:</strong> See Skeleton Servant.</p><p><strong>Shade Swinish:</strong> See Swinish Shade.</p><p><strong>Shadow:</strong> Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>Shadow Rattle magic weapon. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>Any creature drained to 0 ST by a shadow becomes a shadow. (The Anthropophagi of Xambaala)</p><p><strong>Skeletal Cobra Giant:</strong> See Undead Animal Large Giant Skeletal Cobra.</p><p><strong>Skeletal Hand:</strong> <em>Skeletal Hands</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Skeletal Pirate:</strong> ?</p><p><strong>Skeletal Servant:</strong> <em>Skeletal Servant</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Skeletal Warhorse:</strong> See Undead Animal Large Skeletal Warhorse.</p><p><strong>Skeleton:</strong> Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales.</p><p>The bones of a man or other humanoid risen to undeath through foul necromancy. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes. (Knockspell Magazine #1)</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Dance Macabre</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Danse Macabre</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Skeleton, Centurian:</strong> ?</p><p><strong>Skeleton Animal:</strong> These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><strong>Skeleton Animal Large:</strong> <em>Animate Carrion III</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><strong>Skeleton Animal Medium:</strong> <em>Animate Carrion II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><strong>Skeleton Animal Small:</strong> <em>Animate Carrion</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><strong>Skeleton Giant:</strong> <strong>Skeleton Giant:</strong> Giant skeletons are the animated forms of fomorians and other giant species. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Giant skeletons are the animate forms of fire giants, frost giants, or hill giants. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Skeleton Large:</strong> Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Skeleton Servant:</strong> <em>Skeleton Servant</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><strong>Small Allosaurus Animal Skeleton:</strong> See Undead Animal Large Small Allosaurus Animal Skeleton.</p><p><strong>Small Undead Animal:</strong> See Undead Animal Small.</p><p><strong>Son of Nyarlathotep:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Spectre:</strong> If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf.</p><p>If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>The spectre's touch drains 1d2 levels unless death save made; if drained to 0th level, one day later become spectre. (Beneath the Comet)</p><p><strong>Swinish Shade:</strong> It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Ta-Nee:</strong> See Ghost, Ta-Nee.</p><p><strong>Thrall Mummy Ice:</strong> See Mummy Ice Thrall.</p><p><strong>Undead Animal:</strong> These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Undead Animal Large:</strong> <em>Animate Carrion III</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Undead Animal Large Giant Ground Sloth Animal Skeleton:</strong> ?</p><p><strong>Undead Animal Large Giant Skeletal Cobra:</strong> ?</p><p><strong>Undead Animal Large Skeletal Warhorse:</strong> ?</p><p><strong>Undead Animal Large Small Allosaurus Animal Skeleton:</strong> ?</p><p><strong>Undead Animal Medium:</strong> <em>Animate Carrion</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Undead Animal Small:</strong> <em>Animate Carrion</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Carrion II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Carrion III</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Carrion II</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Vampire:</strong> Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Walking Dead:</strong> See Zombie, Walking Dead.</p><p><strong>Warhorse Skeletal:</strong> See Undead Animal Large Skeletal Warhorse.</p><p><strong>Wight:</strong> This dreadful creature is formed when a negative energy spirit inhabits a cadaver. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>This dreadful creature is formed when a negative-energy spirit inhabits a cadaver. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Wraith:</strong> A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>Wraiths are composed of negative energy of sepulchral stench. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Yleil:</strong> See Lich, King Yleil.</p><p><strong>Zombie, Walking Dead:</strong> These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p>These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Animate Dead</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><em>Dance Macabre</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea)</p><p><em>Danse Macabre</em> spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>Death Soldier's Muster magic weapon. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p>White-Speckled Blue Lotus lotus. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Zombie Gloom-Eater:</strong> These undead humanoids, oft referred to as “gloom-eaters”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse. (The Anthropophagi of Xambaala)</p><p>A gloom-eater zombie's bite drains victim’s strength by 1d4 points (no saving throw allowed). A victim reduced to 0 ST has been tainted by the gloom and will become a gloom-eater zombie in 1d4 turns unless cure disease is cast. (The Anthropophagi of Xambaala)</p><p>A gloom-eater zombie's bite drains victim’s ST by 1d4 points; a victim reduced to 0 ST will become a gloom-eater zombie in 1d4 turns, unless cure disease is cast. (The Anthropophagi of Xambaala)</p><p><strong>Zombie Intestine:</strong> Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p><strong>Zuvembie:</strong> The zuvembie is the result of a woman imbibing a black brew. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition))</p><p></p><p>[/spoiler]</p><p></p><p>Northwind Adventures ACKS Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/104296/Astonishing-Swordsmen--Sorcerers-of-Hyperborea?affiliate_id=17596" target="_blank">Astonishing Swordsmen & Sorcerers of Hyperborea</a>[spoiler]</p><p><strong>Ghast:</strong> Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.</p><p><em>Animate Dead II</em> spell, 12th caster level.</p><p><strong>Ghost:</strong> Cursed with undeath.</p><p><strong>Banshee Benevolent:</strong> ?</p><p><strong>Banshee Malevolent:</strong> ?</p><p><strong>Ghoul:</strong> Slain victims of ghouls later become ghouls. </p><p>Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts.</p><p><em>Animate Dead II</em> spell.</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Lich:</strong> A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. </p><p><strong>Mummy:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent.</p><p><strong>Shadow:</strong> Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures.</p><p><strong>Skeleton:</strong> Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids.</p><p><em>Animate Dead</em> spell.</p><p><em>Dance Macabre</em> spell.</p><p><strong>Skeleton Large:</strong> Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. </p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Giant:</strong> Giant skeletons are the animated forms of fomorians and other giant species. </p><p><em>Animate Dead</em> spell.</p><p><strong>Skeleton Animal:</strong> These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. </p><p><strong>Skeleton Animal Small:</strong> <em>Animate Carrion</em> spell.</p><p><strong>Skeleton Animal Medium:</strong> <em>Animate Carrion II</em> spell.</p><p><strong>Skeleton Animal Large:</strong> <em>Animate Carrion III</em> spell.</p><p><strong>Spectre:</strong> If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him.</p><p><strong>Vampire:</strong> Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest.</p><p><strong>Wight:</strong> This dreadful creature is formed when a negative energy spirit inhabits a cadaver. </p><p><strong>Wraith:</strong> A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.</p><p><strong>Zombie:</strong> These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. </p><p>A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. </p><p><em>Animate Dead</em> spell.</p><p><em>Dance Macabre</em> spell.</p><p><strong>Skeleton Servant:</strong> <em>Skeleton Servant</em> spell.</p><p></p><p>Animate Carrion</p><p>Level: nec 1; Range: 10 feet; Duration: permanent</p><p>Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0.</p><p></p><p>Animate Carrion II</p><p>Level: nec 3; Range: 10 feet; Duration: permanent</p><p>As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1.</p><p></p><p>Animate Carrion III</p><p>Level: nec 5; Range: 10 feet; Duration: permanent</p><p>As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2.</p><p></p><p>Animate Dead</p><p>Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent</p><p>From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men).</p><p></p><p>Animate Dead II</p><p>Level: nec 6; Range: 10 feet; Duration: permanent</p><p>From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance. </p><p></p><p>Danse Macabre</p><p>Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level</p><p>The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead).</p><p></p><p>Skeleton Servant</p><p>Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour)</p><p>This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/221806/Astonishing-Swordsmen--Sorcerers-of-Hyperborea-Compleat-Second-Edition?affiliate_id=17596" target="_blank">Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)</a>[spoiler]</p><p><strong>Undead:</strong> ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP).</p><p>When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ).</p><p><strong>Animal Undead:</strong> These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer.</p><p><strong>Small Animal Undead:</strong> <em>Animate Carrion</em> spell.</p><p><em>Animate Carrion II</em> spell.</p><p><em>Animate Carrion III</em> spell.</p><p><strong>Medium Animal Undead:</strong> <em>Animate Carrion</em> spell.</p><p><em>Animate Carrion II</em> spell.</p><p><strong>Large Animal Undead:</strong> <em>Animate Carrion III</em> spell.</p><p><strong>Ghast:</strong> A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.</p><p><em>Animate Dead II</em> spell.</p><p><strong>Ghost:</strong> Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance.</p><p><strong>Ghost Banshee, Baobhan Sith:</strong> Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit.</p><p><strong>Ghoul:</strong> This is a repugnant humanoid, once a man, now cursed with undeath.</p><p>A ghoul's slain victims later become ghouls.</p><p>A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts.</p><p><em>Animate Dead II</em> spell.</p><p>Mask of the Plague Doctor magic item.</p><p><strong>Lacedon, Aquatic Ghoul:</strong> A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon).</p><p><strong>Lich:</strong> A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead.</p><p><strong>Mummy:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.</p><p><strong>Son of Nyarlathotep:</strong> A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination.</p><p><strong>Bog Mummy:</strong> Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity.</p><p>Foul corpse that has been preserved by the foetid, acidic water of a peat bog.</p><p><strong>Ice Mummy:</strong> Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice.</p><p><strong>Ice Mummy Thrall:</strong> An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later.</p><p><strong>Ice Mummy Noble:</strong> ?</p><p><strong>Skeletal Warhorse, Large Undead Animal:</strong> ?</p><p><strong>Shadow:</strong> Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures.</p><p>Shadow Rattle magic weapon.</p><p><strong>Skeleton:</strong> Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales.</p><p>The bones of a man or other humanoid risen to undeath through foul necromancy.</p><p><em>Animate Dead</em> spell.</p><p><em>Danse Macabre</em> spell.</p><p><strong>Large Skeleton:</strong> Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs.</p><p><em>Animate Dead</em> spell.</p><p><strong>Giant Skeleton:</strong> Giant skeletons are the animate forms of fire giants, frost giants, or hill giants.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf.</p><p>If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him.</p><p><strong>Swinish Shade:</strong> It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living.</p><p>In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls.</p><p><strong>Vampire:</strong> This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles.</p><p><strong>Wight:</strong> This dreadful creature is formed when a negative-energy spirit inhabits a cadaver.</p><p><strong>Wraith:</strong> Wraiths are composed of negative energy of sepulchral stench.</p><p>A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him.</p><p><strong>Zombie, Walking Dead:</strong> These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission.</p><p>A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death.</p><p><em>Animate Dead</em> spell.</p><p><em>Danse Macabre</em> spell.</p><p>Death Soldier's Muster magic weapon.</p><p>White-Speckled Blue Lotus lotus.</p><p><strong>Intestine Zombie:</strong> Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies.</p><p><strong>Zuvembie:</strong> The zuvembie is the result of a woman imbibing a black brew.</p><p><strong>Giant Skeletal Cobra, Large Undead:</strong> ?</p><p><strong>Centurian, Skeleton:</strong> ?</p><p><strong>Skeletal Hand:</strong> <em>Skeletal Hands</em> spell.</p><p><strong>Skeletal Servant:</strong> <em>Skeletal Servant</em> spell.</p><p><strong>Ghost Ship:</strong> ?</p><p><strong>Skeletal Pirate:</strong> ?</p><p><strong>King Yleil, Lich:</strong> ?</p><p></p><p>Animate Carrion</p><p>Level: nec 1 | Range: 10 feet | Duration: permanent</p><p>Raised are the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The undead animals will obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain no more than 1 HD of undead animals per CA level. Whether or not desiccated flesh remains on their bones, the undead animals have statistics as noted in Vol. IV. Animated carrion loses any special abilities possessed in life (e.g., flight, musk, venom).</p><p></p><p>Animate Carrion II</p><p>Level: nec 3 | Range: 10 feet | Duration: permanent</p><p>As animate carrion, but effecting undead animals of Small or Medium size. The caster can animate and maintain no more than 2 HD of undead animals per CA level.</p><p></p><p>Animate Carrion III</p><p>Level: nec 5 | Range: 10 feet | Duration: permanent</p><p>As animate carrion, but effecting undead animals of any size. The caster can animate and maintain no more than 3 HD of undead animals per CA level.</p><p></p><p>Animate Dead</p><p>Level: mag 5, nec 4, wch 5; clr 3 | Range: 10 feet |</p><p>Duration: permanent</p><p>From the bones or cadavers of dead men or humanoids are the undead created: skeletons or zombies. The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels, though zombies may only be created from the whole corpses of men (or cave-men).</p><p></p><p>Animate Dead II</p><p>Level: nec 6 | Range: 10 feet | Duration: permanent</p><p>From the fresh graves of men are raised ghouls by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls will claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 ghoul for every 2 CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst animating another, the 6th may emerge as a ghast on a 2-in-6 chance.</p><p></p><p>Danse Macabre</p><p>Level: nec 2 | Range: 180 feet |</p><p>Duration: 1 turn per CA level</p><p>The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or a zombie. It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature will crumple to the ground. Either form can be turned as Undead Type 1 (see Vol. III, p. 252: Combat Actions, magic).</p><p></p><p>Skeletal Hands</p><p>Level: nec 2 | Range: 30 feet | Duration: 1 turn</p><p>A pair of bony members materializes, floating before the sorcerer and aglow with crimson lambency. The sorcerer manipulates the skeletal hands by gesturing with his own. Always the hands must be kept together, and if the caster ceases to concentrate and gesticulate, the hands will disappear.</p><p>The hands can perform simple tasks such as lifting things, opening doors, and retrieving items. Each hand can hold five pounds of weight individually, or 15 pounds when working together. Skeletal hands can also be used to attack with the following statistics: MV 20; DX (as caster); AC 5; HD 1 (hp 2 [1 hp each]); #A 2/1 (claw/claw); D 1d4/1d4; SV (as caster). The hands can also be terminated via dispel magic or turn undead (Undead Type 0; see Vol. III, p. 252: Combat Actions, magic).</p><p></p><p>Skeletal Servant</p><p>Level: nec 1 | Range: 240 feet | Duration: 6 turns (1 hour)</p><p>This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeletal servant will attend the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: AL CE; SZ M; MV 30; AC 7; HD .; #A 0; D —; SV 17. Special: Immune to sleep, charm, and cold magic. Edged and piercing weapons inflict 1/2 damage. Turned as Undead Type 0.</p><p></p><p>Black Brew: This gruesome swill typically is concocted by a witch or shaman. It consists of tannin-rich bog water that contains ground rattlesnake bones, bat’s blood, dew from a nighthawk’s wings, black lotus pollen, and mushrooms grown from the corpse of a sorcerer. These ingredients must be stirred together in a copper vessel whilst a forbidden incantation (passed down orally) is sung aloud.</p><p>Any male who dares drink this potion must make a death (poison) saving throw or die instantly, his jellied brain melting out his ears, nose, and mouth. A female who drinks the brew becomes a bizarre form of free-willed zombie known as a zuvembie. If a black brew is administered to a woman who is unwilling to become a zuvembie, she must make a transformation save to resist conversion; otherwise, the change occurs over the next 1d6 turns (death followed by undeath).</p><p></p><p>Mask of the Plague Doctor: This peaked hat with beaked mask marks the uniform of those charlatans who peddled fraudulent cures as the Green Death ravaged Hyperborea. For some of these dealers in false hope, the gods took notice, and Mordezzan claimed them as his own. Their masks grew to be part of them, and no matter the desperate, disease-riddled settlement in which they tarried, the plague doctors knew no sickness. Many were the last survivors in the towns of men, alone amongst the corpses until, from the dark and charnel abysses of the earth, the undead crept forth to sate their hunger.</p><p>The wearer of a mask of the plague doctor will find that he cannot remove it. Only remove curse and a successful transformation saving throw will allow the mask’s removal. The wearer, though, is completely immune to all disease (including zombiism) and receives a +2 bonus on all poison and radiation saving throws.</p><p>A charnel smell clings to the wearer, and ghouls view him with affinity. No ghoul or ghast ever will attack the wearer, though this protection does not extend to companions. Moreover, there is a 1-in-4 chance that any man killed by the wearer will rise a day later as a ghoul. Such casualties will be drawn to follow after the mask wearer, if able, attempting to hunt down his companions and free him from the stink of the living.</p><p></p><p>Club, War +1, Shadow Rattle: Each of these fearsome totems comprises a blackened skull mounted upon a stout shaft of oak. The skull’s eyes are stopped with obsidian and lead, and a horn of unknown provenance is mounted in its centre. Inside the empty brain case, bits of bone and stranger substances rattle to ancient inhuman rhythms that chill the blood and threaten to strip away the thin veneer of human meaning that covers a more ancient, uncaring world.</p><p>The shadow rattle functions as a +1 war club for most wielders; it is a +2 war club for any shaman. Once per day any wielder can shake the rattle to cast darkness with a 60-foot range (120 feet if used by a shaman). Once per day a shaman can use the shadow rattle to summon 1d6 shadows that take the shape of his or her totem animal. They will serve for the duration of one combat, but if they do not completely drain one human of strength and take the new shadow back to their realm, then the shaman must sacrifice 1,000 XP instead. If the shaman does not have enough XP, he will become a shadow and be taken back to the darkness.</p><p></p><p>Sword +1, Death Soldier’s Muster: This razor-sharp falcata has a bone hilt, and from its lower grip a talon projects from a thumb-like extension. The blade of this weapon is grooved with deep fullers that never are completely free of dried blood. The death soldier’s muster is a +1 weapon, but when wielded by a death soldier (a necromantic warlock), its full power is released: It performs as a +2 weapon and also adds 3 to the death soldier’s dexterity for determining who strikes first when initiative is tied. Any man killed with this blade by a death soldier will rise in 1 turn as a zombie to serve him for one day.</p><p></p><p>White-speckled Blue Lotus: These lotuses grow on the cadavers of men and beasts. They resemble a crop of poppies, with lilac-blue blossoms dappled white. They grow in tight profusion, mantling the body in which they take root. When a lotus-covered body is approached within five feet, a cloud of blue pollen releases. At once the victim will fall to a fit of coughing and sternutation, identical to the effect produced by dust of sneezing and choking (see Vol. V, p. 474: Magical Treasure, miscellaneous magic items); death is inevitable.</p><p>White-speckled blue lotus blossoms must be gathered when the flower closes, from an hour after sunset to an hour before sunrise. (This condition of course implies certain periods when the flowers never close and are thus practically impossible to collect.) Gathered blossoms must be sun-dried and ground to produce dust of sneezing and choking. Rumours persist that a man killed by the white-speckled blue lotus becomes host to an alien intelligence that can animate his corpse (viz. a zombie) and ambulate to a new locale; this effect is not known to manifest in victims of dust of sneezing and choking.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/156200/Beneath-the-Comet?affiliate_id=17596" target="_blank">Beneath the Comet</a>[spoiler]</p><p><strong>Ka-Ven, Lich:</strong> ?</p><p><strong>Ta-Nee, Ghost:</strong> I am Ta-Nee, who in life was queen of Hyperborea. But my king would not accept death and trapped my soul, along with so many others, in his sorcerous tomb.</p><p><strong>Ghost Child:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost Banshee:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Spectre:</strong> The spectre's touch drains 1d2 levels unless death save made; if drained to 0th level, one day later become spectre.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/156193/Forgotten-Fane-of-the-Coiled-Goddess?affiliate_id=17596" target="_blank">Forgotten Fane of the Coiled Goddess</a>[spoiler]</p><p><strong>Giant Ground Sloth Animal Skeleton, Large Undead Animal:</strong> ?</p><p><strong>Small Allosaurus Animal Skeleton, Large Undead Animal:</strong> ?[spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/248582/The-Anthropophagi-of-Xambaala?affiliate_id=17596" target="_blank">The Anthropophagi of Xambaala</a>[spoiler]</p><p><strong>Gloom-Eater Zombie:</strong> These undead humanoids, oft referred to as “gloom-eaters”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse.</p><p>A gloom-eater zombie's bite drains victim’s strength by 1d4 points (no saving throw allowed). A victim reduced to 0 ST has been tainted by the gloom and will become a gloom-eater zombie in 1d4 turns unless cure disease is cast.</p><p>A gloom-eater zombie's bite drains victim’s ST by 1d4 points; a victim reduced to 0 ST will become a gloom-eater zombie in 1d4 turns, unless cure disease is cast.</p><p></p><p><strong>Shadow:</strong> Any creature drained to 0 ST by a shadow becomes a shadow.[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>3rd Party ACKS[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596" target="_blank">Knockspell Magazine #1</a>[spoiler]</p><p><strong>Lich:</strong> Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service.</p><p><strong>Skeleton:</strong> This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>OSRIC[spoiler]</p><p></p><p>OSRIC Cumulative[spoiler]</p><p><strong>Undead:</strong> A player character drained below level 1 is slain (and may rise as some kind of undead creature). (OSRIC Pocket SRD)</p><p>For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Malevolent and Benign)</p><p>The staff [of the Temple of Death] oversee all funereal rites and all the dead of the city [of Karan] are burnt (due to strange magic in the mountains most unburnt cadavers reanimate in some form of undead or other…). (SM03 Cityguide to the City of Karan)</p><p>Necromancer Manufacture (Undead Type) power. (Knockspell Magazine #1)</p><p><strong>Aberration Crypt Thing:</strong> See Crypt Thing Aberration.</p><p><strong>Aerdolph:</strong> See Vampire, Aerdolph.</p><p><strong>Allor:</strong> See Mummy Hill, Allor.</p><p><strong>Altered Equine Skeleton:</strong> See Skeleton Altered Equine.</p><p><strong>Altered Skeleton:</strong> See Skeleton Altered.</p><p><strong>Altered Skeleton Equine:</strong> See Skeleton Altered Equine.</p><p><strong>Altered Skeleton Tauran:</strong> See Skeleton Altered Tauran.</p><p><strong>Altered Tauran Skeleton:</strong> See Skeleton Altered Tauran.</p><p><strong>Ancient Skeleton:</strong> See Skeleton Ancient.</p><p><strong>Animal Undead:</strong> See Undead Animal.</p><p><strong>Animal Zombie:</strong> See Zombie Animal.</p><p><strong>Animated Undead:</strong> See Undead Animated.</p><p><strong>Ape Grave:</strong> See Grave Ape.</p><p><strong>Apparition:</strong> Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition. (Advanced Adventures 2: The Red Mausoleum)</p><p>This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition. (Advanced Adventures 10: The Lost Keys of Solitude)</p><p><strong>Asalon:</strong> See Lich, Asalon.</p><p><strong>Ash Ghast:</strong> See Ghoul Ghast Ash.</p><p><strong>Autmnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. (Malevolent and Benign)</p><p><strong>Avatar of Famine:</strong> Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent. (Advanced Adventures 10: The Lost Keys of Solitude)</p><p>Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent. (Malevolent and Benign)</p><p><strong>Baleen Undead Leviathan:</strong> See Undead Leviathan Baleen.</p><p><strong>Banfaet:</strong> It is not only magic users and clerics that seek immortality via magic: illusionists and even some druids do as well. Those who follow this road become banfaets instead of liches, and unlike liches which share a singular form regardless their background, banfaets come in two forms. (Malevolent & Benign II)</p><p>The first is the path of the illusionist. These banfaets replace their body with a mix of phantasm, illusion, and shadow-stuff, and encase their soul into a single giant black pearl worth at least 5,000 gp which acts as their phylactery. They are illusionists of at least 14th-level and their touch drains 1 point of strength in addition to normal damage. (Malevolent & Benign II)</p><p>A druidic banfeat substitutes much of their body with either fungus or slime molds, resulting in what looks to be an animated skeleton with either fungal or slimy flesh. They encase their souls in giant chunk of amber weighing at least 10 pounds (2,000 gp). They are druids of at least 14th-level and, in addition to normal damage, their touch corrodes metal as a does a rust monster. (Malevolent & Benign II)</p><p><strong>Banshee, Groaning Spirit:</strong> The legendary banshee is the ghost of an evil elven female. (OSRIC Pocket SRD)</p><p><strong>Banshee Ivory:</strong> The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou. (Teratic Tome)</p><p><strong>Barrow Corpse:</strong> ?</p><p><strong>Barrow Lord:</strong> Barrow lords are tribal or clan leaders whose desire to defend their lands and people is so strong that their spirits are unable to leave the mortal plane. (Malevolent & Benign II)</p><p><strong>Barrow Lord Undead Follower Skeleton:</strong> ?</p><p><strong>Barrow Lord Special Guardian Skeleton:</strong> See Skeleton Barrow Lord Special Guardian.</p><p><strong>Battle Spectre:</strong> See Spectre Battle.</p><p><strong>Beheaded:</strong> A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. (Found Folio Volume One)</p><p>A spellcaster can create a beheaded with animate dead. (Found Folio Volume One)</p><p>Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated. (Found Folio Volume One)</p><p><strong>Beheaded Belching:</strong> The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball). (Found Folio Volume One)</p><p><strong>Beheaded Flaming:</strong> The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created. (Found Folio Volume One)</p><p><strong>Beheaded Screaming:</strong> This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created. (Found Folio Volume One)</p><p><strong>Belching Beheaded:</strong> See Beheaded Belching.</p><p><strong>Black Skeleton:</strong> See Skeleton Black.</p><p><strong>Bone Sovereign:</strong> Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. (Advanced Adventures 10: The Lost Keys of Solitude)</p><p>Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. (Advanced Adventures 10: The Lost Keys of Solitude)</p><p>Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. (Malevolent and Benign)</p><p><strong>Cachalot Undead Leviathan:</strong> See Undead Leviathan Cachalot.</p><p><strong>Cadaver:</strong> Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example). (Malevolent and Benign)</p><p><strong>Celrax:</strong> See Huecuva, Celrax.</p><p><strong>Centurion Dust:</strong> See Dust Centurion.</p><p><strong>Child Troll Undead:</strong> See Undead Troll Child.</p><p><strong>Children of Coyle:</strong> In cases of family horror, where children are murdered by their parents, they may rise as one of the Children of Coyle, named after the first child-murderer who met his fate at the undead hands of the very children he slayed. (Malevolent & Benign II)</p><p><strong>Cicatrix Ghast:</strong> See Ghoul Ghast Cicatrix.</p><p><strong>Coffer Corpse:</strong> They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. (OSRIC Pocket SRD)</p><p>Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. (Advanced Adventures 13: White Dragon Run)</p><p>Level 1 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Cornelia Metella:</strong> See Haunt, Mrs. Cornelia Metella.</p><p><strong>Corpse Barrow:</strong> See Barrow Corpse.</p><p><strong>Corpse Burning Dead:</strong> See Burning Dead, Burning Dead Corpse.</p><p><strong>Corpse Coffer:</strong> See Coffer Corpse.</p><p><strong>Corpse Crawling:</strong> See Crawling Corpse.</p><p><strong>Corpse Walking:</strong> See Zombie, Walking Corpse.</p><p><strong>Crawling Corpse:</strong> Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated. (Monsters of Myth)</p><p><strong>Crawling Hand:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing, Seated Figure in Heavy Robes and a Skull Face:</strong> ?</p><p><strong>Crypt Thing Aberration:</strong> ?</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass. (Malevolent and Benign)</p><p><strong>Dead:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit.</p><p><strong>Dead Burning:</strong> See Burning Dead.</p><p><strong>Death Knight:</strong> Upon their deaths, certain high-level anti-paladins may be transformed into a Death Knight (1% chance/level) – a particularly powerful form of undead, as a reward for their faithful service. (Knockspell #3)</p><p><strong>Deathweb Spider:</strong> Deathweb spiders are the exoskeletons of death giant spiders (of S,M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet. (Found Folio Volume One)</p><p><strong>Deathflyer Wasp:</strong> Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps. (Found Folio Volume One)</p><p><strong>Deceived of Set:</strong> The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness. (Monsters of Myth)</p><p><strong>Demimondaine:</strong> The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer. (Teratic Tome)</p><p><strong>Dirkloch, Richard:</strong> See Wight, Richard Dirkloch.</p><p><strong>Draugir the Master of Battle:</strong> See Haugbui, Draugir the Master of Battle.</p><p><strong>Drider Ghoul:</strong> See Ghoul Drider.</p><p><strong>Duplicate Zombie:</strong> See Zombie Duplicate.</p><p><strong>Dust Centurion:</strong> A dust centurion is the departed spirit of a former warrior who perished at the hands of magic, unable to achieve the death in combat that it desired. This longing, combined with the magical energies from its death, transform it into a spirit that animates the dust and wreckage left from the calamity, forming into a humanoid shape when approached. (Malevolent & Benign II)</p><p>The precise material that a dust centurion is made of depends on the great calamity that it perished in; one that died in a massive magical blaze may be made of ash, whereas one that died to an unnatural blizzard could be made of floating crystals of ice. (Malevolent & Benign II)</p><p><strong>Eastern Vampire:</strong> See Vampire Eastern.</p><p><strong>Ecorche:</strong> Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. (Found Folio Volume One)</p><p><strong>Eloko:</strong> Eloko are the spirits of people who have died in a forest. They haunt a forest because of a grudge left unsettled: typically one about hunting. (Malevolent & Benign II)</p><p><strong>Enhanced Skeleton:</strong> See Skeleton Enhanced.</p><p><strong>Eperius Regault:</strong> See Revenant Body, Greater Undead, Eperius Regault.</p><p><strong>Equine Altered Skeleton:</strong> See Skeleton Altered Equine.</p><p><strong>Equine Skeleton Altered:</strong> See Skeleton Altered Equine.</p><p><strong>Exhumed:</strong> The exhumed are not so much creatures as they are physical manifestations of a curse: a curse against those who disturb the rest of the dead! Whenever a human body is disinterred, there is a slight chance that the spiritual detritus left behind coalesces into an exhumed 1-8 days after their resting place has been looted. (Malevolent & Benign II)</p><p><strong>Fallen Mummy Priestess of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Fallen Priestess Mummy of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Famine Avatar of:</strong> See Avatar of Famine.</p><p><strong>Fell Troll:</strong> See Troll Fell.</p><p><strong>Fighter 8:</strong> See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit, Fighter 8.</p><p><strong>Figure:</strong> See Ghoul Ghast, Figure.</p><p><strong>Figure Humanoid:</strong> See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure.</p><p><strong>Figure Large:</strong> See Undead Trio, Figure Large, Greater Undead.</p><p><strong>Figure in Black Robed:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Figure in Heavy Robes and a Skull Face Seated:</strong> See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face.</p><p><strong>Figure Robed in Black:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Figure Seated in Heavy Robes and a Skull Face:</strong> See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face.</p><p><strong>Figure With Armor and Blade Woman-Like:</strong> See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead.</p><p><strong>Figure Woman-Like With Armor and Blade:</strong> See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead.</p><p><strong>Flaming Beheaded:</strong> See Beheaded Flaming. (Found Folio Volume One)</p><p><strong>Flesh Sovereign:</strong> ?</p><p><strong>Forgotten:</strong> See Zuul-Koar, The Forgotten.</p><p><strong>Former High Priest Ghost of a:</strong> See Ghost of a Former High Priest.</p><p><strong>Foul Spawner:</strong> Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave. (Malevolent and Benign)</p><p><strong>Fresh Zombie:</strong> See Zombie Fresh.</p><p><strong>Freshly Animated Zombie:</strong> See Zombie Fresh, Freshly Animated Zombie.</p><p><strong>Fully Animated Skeleton:</strong> See Skeleton, Fully Animated Skeleton.</p><p><strong>Fungal Skeleton:</strong> See Skeleton Fungal.</p><p><strong>Fungal Zombie:</strong> See Zombie Fungal.</p><p><strong>Gaheris Lord of the Red Mausoleum:</strong> See Lich, Gaheris Lord of the Red Mausoleum.</p><p><strong>Gem-Eye Skeleton:</strong> See Skeleton Gem-Eyed, Gem-Eye Skeleton.</p><p><strong>Gem-Eyed Skeleton:</strong> See Skeleton Gem-Eyed, Gem-Eye Skeleton.</p><p><strong>Ghast:</strong> See Ghoul Ghast.</p><p><strong>Ghast, Figure:</strong> See Ghoul Ghast, Figure.</p><p><strong>Ghast Ash:</strong> See Ghoul Ghast Ash.</p><p><strong>Ghast Cicatrix:</strong> See Ghoul Ghast Cicatrix.</p><p><strong>Gholdako:</strong> A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. (Found Folio Volume One)</p><p><strong>Ghost:</strong> Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. (OSRIC Pocket SRD)</p><p>These are the incorporeal ghosts of the bodies on the ground. (Ice Kingdoms: Into the Mournwood)</p><p>They too lost their children and came into the woods to rescue them from the hags. Upon finding the hag responsible they discovered their children had been turned into bear cubs and consumed by the wood witch. One child was saved by having the bear cloak ripped from her hide, the child then ran into the woods. Before they could escape with the child the hag attacked and killed them and then cursed them to forever dwell in the cursed forest. (Ice Kingdoms: Into the Mournwood)</p><p><strong>Ghost, Lost Princess:</strong> Whether she was locked away here as punishment or to circumvent some sort of curse may never be known, but the lost princess is long-dead, existing now only as a ghostly little girl. (Double Feature Charity Module: Erik Jensen's Bonespur Glacier and Jason Paul McCartan's The Tomb of Bashyr PWYW)</p><p><strong>Ghost, Sundar:</strong> Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost. (The Forgotten Temple of Baalzebul)</p><p><strong>Ghost of a Former High Priest:</strong> ?</p><p><strong>Ghost of a High Priest Former:</strong> See Ghost of a Former High Priest.</p><p><strong>Ghost of a Priest High Former:</strong> See Ghost of a Former High Priest.</p><p><strong>Ghost Palimpset:</strong> The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead. (Teratic Tome)</p><p><strong>Ghost Tortured Virgin:</strong> The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Ghost Virgin Tortured:</strong> See Ghost Tortured Virgin.</p><p><strong>Ghoul:</strong> Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. (OSRIC Pocket SRD)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p>Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit. (Malevolent and Benign)</p><p><em>Animate Dead</em> spell using grim dust. (Old School Gazette 1)</p><p>Level 2-3 Necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Ghoul Drider:</strong> They are the reanimated remains of driders who were once trapped here and driven to suicide. (Advanced Adventures 8: The Seven Shrines of Nav'k-Qar)</p><p><strong>Ghoul Ghast:</strong> Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. (OSRIC Pocket SRD)</p><p>An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast. (Advanced Adventures 13: White Dragon Run)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign)</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p><em>Animate Dead</em> spell using grim dust. (Old School Gazette 1)</p><p>Level 4 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Ghoul Ghast, Figure:</strong> ?</p><p><strong>Ghoul Ghast Ash:</strong> ?</p><p><strong>Ghoul Ghast Cicatrix:</strong> ?</p><p><strong>Ghoul Lacedon:</strong> ?</p><p><strong>Ghoul Lesion:</strong> Created by an errant demon lord while visiting the Prime Material plane. (Teratic Tome)</p><p><strong>Ghoul Marine:</strong> ?</p><p><strong>Ghoul Monkey:</strong> Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh. (Monsters of Myth)</p><p><strong>Ghoul Skin Thief:</strong> ?</p><p><strong>Ghoulrat:</strong> See Undead Rat Ghoulrat.</p><p><strong>Giant Necrocraft:</strong> See Necrocraft Giant.</p><p><strong>Gorsh, King of the Desert by the Sea:</strong> If the sarcophagus is opened the body will animate. (Pyramid of Gorsh)</p><p><strong>Grave Ape:</strong> Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans. (Found Folio Volume One)</p><p><strong>Gravebound:</strong> Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. (Found Folio Volume One)</p><p><strong>Graveknight:</strong> Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor. (Found Folio Volume One)</p><p><strong>Gray Lady:</strong> Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. (Malevolent and Benign)</p><p><strong>Greater Skeleton:</strong> See Skeleton Greater.</p><p><strong>Greater Undead:</strong> See Skeleton Greater, Greater Undead.</p><p><strong>Greater Undead:</strong> See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead.</p><p><strong>Greater Undead:</strong> See Undead Trio, Figure Large, Greater Undead.</p><p><strong>Greater Undead:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Greater Undead, Eperius Regault:</strong> See Revenant Body, Greater Undead, Eperius Regault.</p><p><strong>Groaning Spirit:</strong> See Banshee, Groaning Spirit.</p><p><strong>Guard:</strong> See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure.</p><p><strong>Guardian Skull:</strong> See Skull Guardian.</p><p><strong>Guardian Stone:</strong> See Skeleton Stone Guardian.</p><p><strong>Guishu:</strong> ?</p><p><strong>Half-Strength Spectre:</strong> See Spectre Half-Strength.</p><p><strong>Hand Crawling:</strong> See Crawling Hand.</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil. (Advanced Adventures 2: The Red Mausoleum)</p><p>If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. (Malevolent and Benign)</p><p><strong>Haugbui:</strong> These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess. (Advanced Adventures 26: The Witch Mounds)</p><p>These are undead warriors, servants of Sorana, Goddess of Death, who were so evil in life that they attracted the interest of the goddess. (Malevolent & Benign II)</p><p><strong>Haugbui, Draugir the Master of Battle:</strong> ?</p><p><strong>Haugbui, Jormungandr:</strong> ?</p><p><strong>Haunt, Mrs. Cornelia Metella:</strong> This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt. (Advanced Adventures 28: Redtooth Ridge)</p><p>The haunt desires to punish the lazy servants who ruined her best dress. (Advanced Adventures 28: Redtooth Ridge)</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world. (Malevolent and Benign)</p><p><strong>Haze Horror Variant:</strong> ?</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. (Malevolent and Benign)</p><p><strong>Heartless:</strong> Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades. (Malevolent and Benign)</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. (Malevolent and Benign)</p><p><strong>High Priest Former Ghost of a:</strong> See Ghost of a Former High Priest.</p><p><strong>High Priest Mummy:</strong> See Mummy High Priest.</p><p><strong>Hill Mummy:</strong> See Mummy Hill.</p><p><strong>Horror Haze:</strong> See Haze Horror.</p><p><strong>Horror Hearth:</strong> See Hearth Horror.</p><p><strong>Hound Zombie:</strong> See Zombie Hound.</p><p><strong>Huecuva, Celrax:</strong> When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy. (The Forgotten Temple of Baalzebul)</p><p><strong>Humanoid Figure:</strong> See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure.</p><p><strong>Husk Sabulous:</strong> See Sabulous Husk.</p><p><strong>Insane Mummy, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Ishabti:</strong> Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification. (Monsters of Myth)</p><p>They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming.</p><p><strong>Ivory Banshee:</strong> See Banshee Ivory.</p><p><strong>Jormungandr:</strong> See Haugbui, Jormungandr.</p><p><strong>Juju Zombie:</strong> See Zombie Juju.</p><p><strong>Kalikaltulizma:</strong> ?</p><p><strong>King of the Desert by the Sea:</strong> See Gorsh, King of the Desert by the Sea.</p><p><strong>Knight Death:</strong> See Death Knight.</p><p><strong>Ktthjj:</strong> Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos. (Monsters of Myth)</p><p>These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men. (Monsters of Myth)</p><p><strong>Lady Gray:</strong> See Gray Lady.</p><p><strong>Large Figure:</strong> See Undead Trio, Figure Large, Greater Undead.</p><p><strong>Large Necrocraft:</strong> See Necrocraft Large.</p><p><strong>Large Osseopod:</strong> See Osseopod Large.</p><p><strong>Lean Man Tall, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Lean Tall Man, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Lesion Ghoul:</strong> See Ghoul Lesion.</p><p><strong>Leviathan Undead:</strong> See Undead Leviathan.</p><p><strong>Lich:</strong> Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is. (OSRIC Pocket SRD)</p><p> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World)</p><p>Level 15 necromancer's undeath power. (Knockspell Magazine #1)</p><p>Necromancer Create Lich power. (Knockspell Magazine #1)</p><p><strong>Lich, Asalon:</strong> He performed the necessary rites to transform himself into a powerful lich long ago. (The Forgotten Temple of Baalzebul)</p><p>When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich. (The Forgotten Temple of Baalzebul)</p><p><strong>Lich, Gaheris Lord of the Red Mausoleum:</strong> ?</p><p><strong>Lich, Malchior the Deft:</strong> A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile. (Teratic Tome)</p><p>He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon. (Teratic Tome)</p><p>Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich. (Teratic Tome)</p><p><strong>Lich, Malignaant:</strong> When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly. (The Forgotten Temple of Baalzebul)</p><p><strong>Lich, Sarmux:</strong> When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him. (The Forgotten Temple of Baalzebul)</p><p><strong>Lich, Sorcerell:</strong> In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart. (The Forgotten Temple of Baalzebul)</p><p><strong>Lich, Tamov the Moldy:</strong> ?</p><p><strong>Lich, Xerksis, The Mage-King:</strong> Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich. (Zor Draxtau Issue 3)</p><p><strong>Lich Magic-User 20, Tyrhanidies:</strong> ?</p><p><strong>Lich-Lord of Kuush:</strong> ?</p><p><strong>Limb:</strong> Necromancer Animate Limb power. (Knockspell Magazine #1)</p><p><strong>Lord Barrow:</strong> See Barrow Lord.</p><p><strong>Lord Mummy, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Lord of the Red Mausoleum:</strong> See Lich, Gaheris Lord of the Red Mausoleum.</p><p><strong>Lord Shadow:</strong> See Shadow Lord.</p><p><strong>Lost Princess:</strong> See Ghost, Lost Princess.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure. (Malevolent and Benign)</p><p><strong>Lostling Variant:</strong> ?</p><p><strong>Mage-King:</strong> See Lich, Xerksis, The Mage-King.</p><p><strong>Malchior the Deft:</strong> See Lich, Malchior the Deft.</p><p><strong>Malignaant:</strong> See Lich, Malignaant.</p><p><strong>Man Lean Tall, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Man Tall Lean, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Marine Ghoul:</strong> See Ghoul Marine.</p><p><strong>Master of Battle:</strong> See Haugbui, Draugir the Master of Battle.</p><p><strong>Medusa Mummy:</strong> See Mummy Medusa.</p><p><strong>Metella, Cornelia:</strong> See Haunt, Mrs. Cornelia Metella.</p><p><strong>Minotaur Zombie:</strong> See</p><p><strong>Mohrg:</strong> Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue. (Found Folio Volume One)</p><p><strong>Monkey Ghoul:</strong> See Ghoul Monkey.</p><p><strong>Monster Vestige:</strong> Monsters, unlike humans, rarely continue into undeath as ghosts or similar undead. Instead, in very rare instances, a portion of their essence remains bound to their lair, held by their strong connection to the area or a strong emotion associated with their means of death. The process by which a vestige is formed typically takes months, so a monster slain cannot immediately confront its slayers in vestige form. (Malevolent & Benign II)</p><p><strong>Monster Zombie:</strong> See Zombie Monster.</p><p><strong>Mourner Autmnal:</strong> See Autmnal Mourner.</p><p><strong>Mournwood Zombie:</strong> See Zombie Mournwood.</p><p><strong>Mouther Slavering:</strong> See Slavering Mouther.</p><p><strong>Mrs. Cornelia Metella:</strong> See Haunt, Mrs. Cornelia Metella.</p><p><strong>Mummy:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World)</p><p>Level 7-8 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Mummy, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Mummy Fallen Priestess of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Mummy High Priest:</strong> This is in fact the high priest. Or it once was. He had himself mummified so he could serve the emperor eternally. (A2 Lost Treasure of Actzimotal)</p><p><strong>Mummy Hill:</strong> Hill mummies are created by rural cults of various ancient deities in areas that lack the wealth and power necessary to create genuine mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that did the raising. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them. (Howler)</p><p><strong>Mummy Hill, Allor:</strong> ?</p><p><strong>Mummy Hill, Ruella:</strong> ?</p><p><strong>Mummy Hill, Zellula:</strong> ?</p><p><strong>Mummy Insane, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Mummy Lord, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep:</strong> It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body. (The Complete Cities of Sorcery Campaigns)</p><p>Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Mummy Priestess:</strong> ?</p><p><strong>Mummy Medusa:</strong> In some places, religiously-inclined medusae are known to mummify and bury their dead. As with humans, at times these medusa mummies can return to life to plague the living. (Malevolent & Benign II)</p><p><strong>Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy:</strong> ?</p><p><strong>Mummy Priestess Fallen of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Mummy Priestess of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Mummy Slender:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Necrocraft:</strong> A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. (Found Folio Volume One)</p><p>The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature. (Found Folio Volume One)</p><p><strong>Necrocraft Giant:</strong> They require twenty-five corpses to create. (Found Folio Volume One)</p><p><strong>Necrocraft Large:</strong> They require 10 corpses to create. (Found Folio Volume One)</p><p><strong>Necrocraft Standard:</strong> Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords). (Found Folio Volume One)</p><p><strong>Neverlasting:</strong> The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. (Malevolent and Benign)</p><p><strong>Ogre Skeleton:</strong> See Skeleton Ogre.</p><p><strong>Orc Skeleton:</strong> See Skeleton Orc.</p><p><strong>Orca Undead Leviathan:</strong> See Undead Leviathan Orca.</p><p><strong>Osseopod:</strong> Osseopods arise out of mass graves. (Malevolent & Benign II)</p><p><strong>Osseopod Large:</strong> Larger osseopods (4 HD) may form from the remains of larger creatures, such as ogres and bugbears. 6 HD osseopods may form from giants. (Malevolent & Benign II)</p><p><strong>Otheladra:</strong> See Wight, Otheladra, Othelladra.</p><p><strong>Othelladra:</strong> See Wight, Otheladra, Othelladra.</p><p><strong>Palimpset Ghost:</strong> See Ghost Palimpset.</p><p><strong>Pishacha:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. (OSRIC Pocket SRD)</p><p><strong>Priest High Former Ghost of a:</strong> See Ghost of a Former High Priest.</p><p><strong>Priestess Fallen Mummy of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Priestess Mummy:</strong> See Mummy Priestess.</p><p><strong>Priestess Mummy Fallen of Tefnut:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Princess Lost:</strong> See Ghost, Lost Princess.</p><p><strong>Querist:</strong> Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself. (Teratic Tome)</p><p><strong>Rat Undead:</strong> See Undead Rat.</p><p><strong>Regault, Eperius:</strong> See Revenant Body, Greater Undead, Eperius Regault.</p><p><strong>Revenant Body, Eperius Regault:</strong> See Revenant Body, Greater Undead, Eperius Regault.</p><p><strong>Revenant Body, Greater Undead, Eperius Regault:</strong> ?</p><p><strong>Richard Dirkloch:</strong> See Wight, Richard Dirkloch.</p><p><strong>Riddlemaster:</strong> Riddlemasters are lich like beings, the undead forms of great sages and game show hosts. (Found Folio Volume One)</p><p><strong>Rimmeserker:</strong> Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept. (Monsters of Myth)</p><p><strong>Robed Figure in Black:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Robed in Black Figure:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Ruella:</strong> See Mummy Hill, Ruella.</p><p><strong>Sabulous Husk:</strong> Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within. (Malevolent and Benign)</p><p><strong>Sarmux:</strong> See Lich, Sarmux.</p><p><strong>Scavenger Skeletal:</strong> See Skeletal Scavenger.</p><p><strong>Science Fiction Zombie:</strong> See Zombie Science Fiction.</p><p><strong>Screaming Beheaded:</strong> See Beheaded Screaming.</p><p><strong>Seated Figure in Heavy Robes and a Skull Face:</strong> See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face.</p><p><strong>Servant:</strong> Necromancer Construct Servant power. (Knockspell Magazine #1)</p><p><strong>Shade Walker:</strong> On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers. (Monsters of Myth)</p><p><strong>Shadow:</strong> Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. (OSRIC Pocket SRD)</p><p>Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. (OSRIC Pocket SRD)</p><p>The tortured remains of the murdered monks. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon. (Malevolent and Benign)</p><p><strong>Shadow Lord:</strong> ?</p><p><strong>Shadow Vampire:</strong> See Vampire Shadow.</p><p><strong>Skeletal Scavenger:</strong> Formed from combined carcasses of birds killed by the undead leviathan’s negative energy aura, skeletal scavengers are man-sized avian skeletons that magically fly as if they still possessed wings. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. Any scavenger birds killed in this burst of negative energy form the latest creature compliment to the ecology: the skeletal scavengers. The instant after death, their avian flesh begins to melt away, leaving only bony bird skeletons behind. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>Skeletal scavengers are only created by an undead leviathan tyrant. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p><strong>Skeletal Warden:</strong> Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan. (Teratic Tome)</p><p><strong>Skeleton:</strong> These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. (OSRIC Pocket SRD)</p><p>Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. (OSRIC Pocket SRD)</p><p>Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. (Advanced Adventures 10: The Lost Keys of Solitude)</p><p>Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from. (Ice Kingdoms: The Girl With the Demon Tattoos)</p><p>Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. (Malevolent and Benign)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign)</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p>Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter. (The Complete Cities of Sorcery Campaigns)</p><p>In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round. (Malevolent and Benign)</p><p>Behind the curtains lurk six shrine guardians, undead skeletons animated by Illione (the shrine priestess). (The Shrine of Hecate)</p><p>Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. (The Shrine of Hecate)</p><p><em>Animate Dead</em> spell. (OSRIC Pocket SRD)</p><p><em>Animate Dead</em> spell. (OSRIC 0.02)</p><p><em>Animate Dead</em> spell. (OSRIC 1.00)</p><p><em>Animate Dead</em> spell. (OSRIC Player's Reference)</p><p>Necromancer Animate Dead power. (Knockspell Magazine #1)</p><p><strong>Skeleton, Fully Animated Skeleton:</strong> ?</p><p><strong>Skeleton Altered:</strong> An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it. (Monsters of Myth)</p><p>The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth)</p><p><strong>Skeleton Altered Equine:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth)</p><p><strong>Skeleton Altered Tauran:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth)</p><p><strong>Skeleton Ancient:</strong> ?</p><p><strong>Skeleton Animated:</strong> See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure.</p><p><strong>Skeleton Animated Fully:</strong> See Skeleton, Fully Animated Skeleton.</p><p><strong>Skeleton Barrow Lord Special Guardian:</strong> These are the remains of trusted followers who agreed to continue serving their master in death. (Malevolent & Benign II)</p><p><strong>Skeleton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. (Malevolent and Benign)</p><p><strong>Skeleton Enhanced:</strong> ?</p><p><strong>Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure:</strong> ?</p><p><strong>Skeleton Equine Altered:</strong> See Skeleton Altered Equine.</p><p><strong>Skeleton Fully Animated:</strong> See Skeleton, Fully Animated Skeleton.</p><p><strong>Skeleton Fungal:</strong> Fungal skeletons are the remains of long-dead victims of the creeping peril. (Malevolent & Benign II)</p><p><strong>Skeleton Gem-Eyed, Gem-Eye Skeleton:</strong> First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes. (Found Folio Volume One)</p><p>The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user. (Found Folio Volume One)</p><p>The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep. (Found Folio Volume One)</p><p><strong>Skeleton Greater:</strong> ?</p><p><strong>Skeleton Greater, Greater Undead:</strong> ?</p><p><strong>Skeleton Ogre:</strong> Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. (Ice Kingdoms: Lair of the White Wyvern)</p><p>A Skeleton ogre is an animated undead ogre comprised of bones. (Ice Kingdoms: Lair of the White Wyvern)</p><p>If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers). (Ice Kingdoms: Lair of the White Wyvern)</p><p><strong>Skeleton Orc:</strong> ?</p><p><strong>Skeleton Slime:</strong> Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime. (Monsters of Myth)</p><p>Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones. (Monsters of Myth)</p><p><strong>Skeleton Stone Guardian:</strong> ?</p><p><strong>Skeleton Tauran Altered:</strong> See Skeleton Altered Tauran.</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Skelirat:</strong> See Undead Rat Skelirat.</p><p><strong>Skin Thief Ghoul:</strong> See Ghoul Skin Thief.</p><p><strong>Skull Biting:</strong> See Biting Skull.</p><p><strong>Skull Guardian:</strong> Necromancer Create Skull Guardian power. (Knockspell Magazine #1)</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. (Advanced Adventures 15: Stonesky Delve)</p><p>Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. (Malevolent and Benign)</p><p><strong>Sleeper:</strong> They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity. (Monsters of Myth)</p><p><strong>Slender Mummy:</strong> See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy.</p><p><strong>Slime Skeleton:</strong> See Skeleton Slime.</p><p><strong>Son of Valus:</strong> It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Son of Valus, Martial Undead, Warrior:</strong> ?</p><p><strong>Sorcerell:</strong> See Lich, Sorcerell.</p><p><strong>Sovereign Bone:</strong> See Bone Sovereign.</p><p><strong>Sovereign Flesh:</strong> See Flesh Sovereign.</p><p><strong>Spawner Foul:</strong> See Foul Spawner.</p><p><strong>Spectral Troll:</strong> ?</p><p><strong>Spectre:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. (OSRIC Pocket SRD)</p><p><strong>Specter, Stone-Cleaver:</strong> The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil. (The Forgotten Temple of Baalzebul)</p><p><strong>Spectre Battle:</strong> ?</p><p><strong>Spectre Half-Strength:</strong> ?</p><p><strong>Spider Deathweb:</strong> See Deathweb Spider.</p><p><strong>Spirit Groaning:</strong> See Banshee, Groaning Spirit.</p><p><strong>Spirit-Type Undead:</strong> See Undead Spirit-Type.</p><p><strong>Standard Necrocraft:</strong> See Necrocraft Standard.</p><p><strong>Stone Guardian:</strong> See Skeleton Stone Guardian.</p><p><strong>Stone-Cleaver:</strong> See Specter, Stone-Cleaver.</p><p><strong>Sundar:</strong> See Ghost, Sundar.</p><p><strong>Tall Lean Man, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Tall Man Lean, Aman-Utep:</strong> See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep.</p><p><strong>Tamov the Moldy:</strong> See Lich, Tamov the Moldy.</p><p><strong>Tauran Altered Skeleton:</strong> See Skeleton Altered Tauran.</p><p><strong>Tauran Skeleton Altered:</strong> See Skeleton Altered Tauran.</p><p><strong>Taux:</strong> Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb. (The Complete Cities of Sorcery Campaigns)</p><p><strong>The Forgotten:</strong> See Zuul-Koar, The Forgotten.</p><p><strong>The Mage-King:</strong> See Lich, Xerksis, The Mage-King.</p><p><strong>The Master of Battle:</strong> See Haugbui, Draugir the Master of Battle.</p><p><strong>Thing Crypt:</strong> See Crypt Thing.</p><p><strong>Tortured Ghost Virgin:</strong> See Ghost Tortured Virgin.</p><p><strong>Tortured Virgin Ghost:</strong> See Ghost Tortured Virgin.</p><p><strong>Trio Undead:</strong> See Undead Trio.</p><p><strong>Troll Child Undead:</strong> See Undead Troll Child.</p><p><strong>Troll Fell:</strong> ?</p><p><strong>Troll Spectral:</strong> See Spectral Troll.</p><p><strong>Troll Undead Child:</strong> See Undead Troll Child.</p><p><strong>Tundra-Wight:</strong> See Wight Tundra-Wight.</p><p><strong>Tyrhanidies:</strong> See Lich Magic-User 20, Tyrhanidies.</p><p><strong>Tyrant Undead Leviathan:</strong> See Undead Leviathan Tyrant.</p><p><strong>Undead Animal:</strong> Necromancer Animate Dead Animals power. (Knockspell Magazine #1)</p><p><strong>Undead Animated:</strong> Necromancer Superior Animate Dead power. (Knockspell Magazine #1)</p><p><strong>Undead Child Troll:</strong> See Undead Troll Child.</p><p><strong>Undead Greater:</strong> See Skeleton Greater, Greater Undead.</p><p><strong>Undead Greater:</strong> See Undead Trio, Figure Large, Greater Undead.</p><p><strong>Undead Greater:</strong> See Undead Trio, Figure Robed in Black, Greater Undead.</p><p><strong>Undead Greater:</strong> See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead.</p><p><strong>Undead Greater, Eperius Regault:</strong> See Revenant Body, Greater Undead, Eperius Regault.</p><p><strong>Undead Leviathan:</strong> Undead leviathans are whale corpses reanimated through negative energy sinks at the ocean’s floor. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>A whale fall is an unusual event in and of itself, but occasionally these massive bounties of detrital material land in places that simply cannot sustain natural life of any sort: a negative energy sink. These strange negative energies infuse a whale carcass with unholy power, giving it unlife, mobility, and malevolence — creating an undead leviathan. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>Occasionally, something goes terribly wrong in the whale fall natural process — a whale falls into a negative energy sink. After several days, the few specialized creatures that can survive in a negative energy sink “colonize” the whale carcass and prepare for the next step in their life cycle. Within a month, an undead leviathan rises with its accompanying ecosystem and swims away, bringing death where it goes. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p><strong>Undead Leviathan Baleen:</strong> ?</p><p><strong>Undead Leviathan Cachalot:</strong> ?</p><p><strong>Undead Leviathan Orca:</strong> ?</p><p><strong>Undead Leviathan Tyrant:</strong> Undead leviathan tyrants are massive undead leviathans that have gone through their metamorphosis stage i.e. they are fully advanced undead leviathans. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>After two decades of feeding, the negative energy aura of the undead leviathan ceases working and it swims to the nearest shore and beaches itself. There it “dies” again and rots on the beach for the next two weeks. After that period of dormancy, it rises as an undead leviathan tyrant. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>Perhaps the most terrifying aspect of an undead leviathan occurs towards the end of its “life” cycle. After roaming the seas for around 20 years, the undead leviathan undergoes a metamorphosis and takes to the air before returning to the water. At the appointed time, its negative energy aura ceases working, and it swims to the nearest shore and beaches itself. Once stranded on land, all its unlife functions stop and it is again merely a whale corpse. During the next week, the leviathan spiders within the carcass seek the deepest part of the whale and form calciferous shells around themselves. Once ensconced in their protective chamber (resembling ostrich eggs in size and color), the spiders cease all activity and wait for a subtle change in pressure before reemerging. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>All the while, the beached whale carcass bloats and swells tremendously, and this pause for decomposition is vital for attracting scavenger birds to the site. Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p><strong>Undead Leviathan Tyrant Baleen:</strong> ?</p><p><strong>Undead Leviathan Tyrant Cachalot:</strong> ?</p><p><strong>Undead Leviathan Tyrant Orca:</strong> ?</p><p><strong>Undead Rat Ghoulrat:</strong> Ghoulrats are developed undead from zombirats who managed to slay and eat a man-sized opponent of average intelligence or greater. They add the flesh of the corpse to their own, transforming into a ghoulrat the next day. (Malevolent & Benign II)</p><p>Zombirats seek out intelligence flesh to consume to add to their own, transforming into ghoulrats. Just a single human-sized corpse is enough to transform 10 zombirats into ghoulrats. (Malevolent & Benign II)</p><p><strong>Undead Rat Skelirat:</strong> Skelirats are the animated remains of giant rats. (Malevolent & Benign II)</p><p><strong>Undead Rat Wightrat:</strong> The final stage of undead rat development, wightrats live only to kill and raise their victims as zombies. (Malevolent & Benign II)</p><p>If ghoulrats consume 10 man-sized opponent of average intelligence or greater they transform into the final type of undead giant rat, the wightrat. (Malevolent & Benign II)</p><p><strong>Unead Rat Zombirat:</strong> Zombirats are developed undead from skelirats who managed to slay and eat some local animals. (Malevolent & Benign II)</p><p>If skelirats manage to kill a large enough animal (roughly the size of a medium-sized dog or larger) they add some of the creature’s flesh to their own and transform into a zombirat the next day. (Malevolent & Benign II)</p><p><strong>Undead Spirit-Type:</strong> ?</p><p><strong>Undead Trio, Figure Large, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Undead Trio, Figure Robed in Black, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead:</strong> These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns)</p><p><strong>Undead Troll Child:</strong> ?</p><p><strong>Valus Son of:</strong> See Son of Valus.</p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed. (OSRIC Pocket SRD)</p><p>Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World)</p><p>Level 9-14 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Vampire, Aerdolph:</strong> Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire. (The Forgotten Temple of Baalzebul)</p><p><strong>Vampire Eastern:</strong> ?</p><p><strong>Vampire Shadow:</strong> ?</p><p><strong>Variant Haze Horror:</strong> See Haze Horror Variant.</p><p><strong>Variant Lostling:</strong> See Lostling Variant.</p><p><strong>Verminated Zombie:</strong> See Zombie Verminated.</p><p><strong>Vestige Monster:</strong> See Monster Vestige.</p><p><strong>Virgin Ghost Tortured:</strong> See Ghost Tortured Virgin.</p><p><strong>Virgin Tortured Ghost:</strong> See Ghost Tortured Virgin.</p><p><strong>Voyeur Dark:</strong> See Dark Voyeur.</p><p><strong>Walker Shade:</strong> See Shade Walker.</p><p><strong>Walking Corpse:</strong> See Zombie, Walking Corpse.</p><p><strong>Warden Skeletal:</strong> See Skeletal Warden.</p><p><strong>Warrior Skeleton:</strong> See Skeleton Warrior.</p><p><strong>Warrior Wraith:</strong> See Wraith Warrior.</p><p><strong>Wasp Deathflyer:</strong> See Deathflyer Wasp.</p><p><strong>Weggeest:</strong> Weggeest are spirits of humans killed upon a particular path or road. (Malevolent & Benign II)</p><p><strong>Wendigo:</strong> Wendigo are spirits of hunger and desire. (Malevolent & Benign II)</p><p><strong>Wight:</strong> A human killed by a wight becomes a wight under the control of its maker. (OSRIC Pocket SRD)</p><p>Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control. (Monsters of Myth)</p><p>In life he was a sadistic murderer, who skinned his victims and wore their flesh. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign)</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p><em>Animate Dead</em> spell using grim dust. (Old School Gazette 1)</p><p>Level 5 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Wight, Otheladra, Othelladra:</strong> None of the graves have grave goods in them and the bodies are unimpressive apart from Otheladra’s herself which, due to a curse, has become a Wight. (SM12 The Trials of a Young Wizard)</p><p><strong>Wight, Richard Dirkloch:</strong> At the center of the bloody revolt is Richard Dirkloch, a minor lord who first rose to prominence when he led his followers in a daring and successful nighttime assault on a sheriff’s manor. This spontaneous act of violence was a response to the execution of his beloved Mauron for ‘witchcraft and treasonous activity,’ charges which most of Dirkloch’s followers would grudgingly agree were not entirely ill-founded. Regardless, the murder of the king’s official projected Dirkloch into the spotlight and laid the foundation of an immensely popular reputation. He quickly became the focus of the rebellion. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>Dirkloch’s seething anger against King Oldavin has fuelled the bloody conflict, leading to excesses of violence that would cause even the most hardened campaigner to shudder. Villages were pillaged and razed to the ground, and their innocent inhabitants slaughtered out of pure pleasure. The Borders are literally awash in blood. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>The anger boiling like a foul brew within Richard Dirkloch’s embittered soul is darker than anyone can imagine as it literally sustains him; what few realize is that the rebel leader is dead… or, at least, undead. Dirkloch actually perished in that first attack upon the Sheriff’s stronghold, but his death was kept secret to sustain the momentum of the rebellion. He didn’t rest within his tomb for long, however. Within a few days he had risen as a wight, too stubborn to die until King Oldavin has suffered as all-consuming a loss as he had. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p><strong>Wight Tundra-Wight:</strong> ?</p><p><strong>Wightrat:</strong> See Undead Rat Wightrat.</p><p><strong>Woman-Like Figure With Armor and Blade, Greater Undead:</strong> See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead.</p><p><strong>Wraith:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. (OSRIC Pocket SRD)</p><p>This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign)</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p>Level 6 necromancer's undeath power. (Knockspell Magazine #1)</p><p><strong>Wraith Warrior:</strong> Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight. (Ice Kingdoms: Lair of the White Wyvern)</p><p>Warrior Wraiths inhabit the regions immediately surrounding their deaths and return to unlife on a regular basis, though the conditions of this return can be based on many different factors. Common factors include a certain time of day, a certain condition that is met (such as disturbing of their grave) or other activating incident. (Ice Kingdoms: Lair of the White Wyvern)</p><p>If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers). (Ice Kingdoms: Lair of the White Wyvern)</p><p><strong>Xarualac:</strong> The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on. (Teratic Tome)</p><p><strong>Xerksis:</strong> See Lich, Xerksis, The Mage-King.</p><p><strong>Zellula:</strong> See Mummy Hill, Zellula.</p><p><strong>Ziburinis:</strong> Spirits of dead who passed away in the forest, ziburinis have the green glow of the forest upon them. (Malevolent & Benign II)</p><p>Humanoids killed by ziburinis have a 10% chance to rise as a ziburinis within 24 hours. (Malevolent & Benign II)</p><p><strong>Zombie:</strong> Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. (OSRIC Pocket SRD)</p><p>For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC))</p><p>A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey. (Advanced Adventures 12: The Barrow Mound of Gravemoor)</p><p>Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. (Advanced Adventures 13: White Dragon Run)</p><p>The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. (Advanced Adventures 28: Redtooth Ridge)</p><p>This room contains an unholy font dedicated to Icarra, known to the Batrachians and Lizard Men as the Dark Goddess. This pool has two effects: any Batrachian baptized in the pool by a priest of the Dark Goddess gains the benefits of a Bless spell for the next 24 hours; any non-Batrachian drowned in the pool by a priest of the Dark Goddess rises as a Zombie under his control. (Death from Below: A World of Arkara adventure)</p><p>The pool can only perform one of these functions and only once per day. For the past week, the Batrachian shaman in S17 has been drowning one captured Buccaneer each day and converting them into zombies. (Death from Below: A World of Arkara adventure)</p><p>Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds. (Found Folio Volume One)</p><p>Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller (Ice Kingdoms: The Girl With the Demon Tattoos)</p><p>Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn. (Ice Kingdoms: The Girl With the Demon Tattoos)</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign)</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign)</p><p>Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner. (Malevolent and Benign)</p><p>Creatures that die from the Nekomata's wasting disease and lose their soul to the nekomata rise as animated corpses similar to zombies. (Malevolent & Benign II)</p><p>The bite of a wightrat has a chance to cause disease, but more fearsomely it may drain an energy level if the victim fails a save against death magic. Any human drained of all life energy rises as a zombie under the control of the wightrat. (Malevolent & Benign II)</p><p>Three servants of the shrine also lurk behind the curtains: zombies also animated by Illione. (The Shrine of Hecate)</p><p>Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. (The Shrine of Hecate)</p><p><em>Animate Dead</em> spell. (OSRIC Pocket SRD)</p><p><em>Animate Dead</em> spell. (OSRIC 0.02)</p><p><em>Animate Dead</em> spell. (OSRIC 1.00)</p><p><em>Animate Dead</em> spell. (OSRIC Player's Reference)</p><p>Mournwood Necromantic Strike curse. (Ice Kingdoms: Into the Mournwood)</p><p>Necromancer Animate Dead power. (Knockspell Magazine #1)</p><p>Necromancer Army of the Dead power. (Knockspell Magazine #1)</p><p><strong>Zombie, Walking Corpse:</strong> ?</p><p><strong>Zombie Animal:</strong> ? (OSRIC Monster Listing)</p><p><strong>Zombie Animated Freshly:</strong> See Zombie Fresh, Freshly Animated Zombie.</p><p><strong>Zombie Duplicate:</strong> ?</p><p><strong>Zombie Fresh:</strong> ?</p><p><strong>Zombie Fresh, Freshly Animated Zombie:</strong> ?</p><p><strong>Zombie Freshly Animated:</strong> See Zombie Fresh, Freshly Animated Zombie.</p><p><strong>Zombie Fungal:</strong> The more powerful initial variant, the fungal zombie, is created once a person dies from the creeping peril. (Malevolent & Benign II)</p><p>Anyone killed by a fungal skeleton will rise as a fungal zombie in 1-4 days. (Malevolent & Benign II)</p><p><strong>Zombie Hound:</strong> Zombie hounds are the risen corpses of large canines, such as war dogs, wolves, or mastiffs. (Malevolent & Benign II)</p><p><strong>Zombie Juju:</strong> Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. (OSRIC Pocket SRD)</p><p>Necromancer Improved Animate Dead power. (Knockspell Magazine #1)</p><p><strong>Zombie Minotaur:</strong> ?</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. (OSRIC Pocket SRD)</p><p><strong>Zombie Mournwood:</strong> Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets. (Ice Kingdoms: Into the Mournwood)</p><p>In the middle of the night, the dead bodies turn into zombies and attack the middle of the camp. (Ice Kingdoms: Into the Mournwood)</p><p>There are 15 corpses in the pile. There is no evidence of what caused their deaths. If the characters come to search the corpses, the dead rise as zombies and attack. (Ice Kingdoms: Into the Mournwood)</p><p><strong>Zombie Science Fiction:</strong> Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? (Mini Bestiary)</p><p>● Does being killed by a zombie make you a zombie? (Mini Bestiary)</p><p>● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? (Mini Bestiary)</p><p>● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? (Mini Bestiary)</p><p>● If caused by a virus or microbe, is there a cure or inoculation? (Mini Bestiary)</p><p>● Is the nature of the substance that makes a zombie able to spread throughout the ship? (Mini Bestiary)</p><p><strong>Zombie Verminated:</strong> Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague. (Teratic Tome)</p><p>Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse. (Teratic Tome)</p><p><strong>Zombirat:</strong> See Unead Rat Zombirat.</p><p><strong>Zuul-Koar, The Forgotten:</strong> ?</p><p>[/spoiler]</p><p></p><p>OSRIC Books[spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596" target="_blank">OSRIC Pocket SRD</a>[spoiler]</p><p><strong>Undead:</strong> A player character drained below level 1 is slain (and may rise as some kind of undead creature).</p><p><strong>Banshee, Groaning Spirit:</strong> The legendary banshee is the ghost of an evil elven female.</p><p><strong>Coffer Corpse:</strong> They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest.</p><p><strong>Ghast:</strong> Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.</p><p><strong>Ghost:</strong> Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated.</p><p><strong>Ghoul:</strong> Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric.</p><p><strong>Ghoul, Lacedon:</strong> ?</p><p><strong>Lich:</strong> Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is.</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human.</p><p><strong>Shadow:</strong> Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point.</p><p>Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls.</p><p><strong>Skeleton:</strong> These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids.</p><p>Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spectre:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Vampire:</strong> Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed.</p><p><strong>Vampire Eastern:</strong> ?</p><p><strong>Wight:</strong> A human killed by a wight becomes a wight under the control of its maker.</p><p><strong>Wraith:</strong> Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead.</p><p><strong>Zombie:</strong> Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Monster:</strong> Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres.</p><p><strong>Zombie Juju:</strong> Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: Magic user 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p>OSRIC 0.02[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p>OSRIC 1.00[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>Animate Dead</p><p>Clerical Necromancy</p><p>Level: Cleric 3</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>Animate Dead</p><p>Arcane Necromancy</p><p>Level: Magic user 5</p><p>Range: 10 ft</p><p>Duration: Permanent</p><p>Area of Effect: See below</p><p>Components: V,S,M</p><p>Casting Time: 5 rounds</p><p>Saving Throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p><a href="http://www.lulu.com/us/en/shop/the-first-edition-society/monsters-of-myth/ebook/product-17452854.html" target="_blank">Monsters of Myth</a>[spoiler]</p><p><strong>Barrow Corpse:</strong> ?</p><p><strong>Crawling Corpse:</strong> Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated.</p><p><strong>Deceived of Set:</strong> The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness.</p><p><strong>Ghoul Monkey:</strong> Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh.</p><p><strong>Ishabti:</strong> Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification.</p><p>They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming.</p><p><strong>Rimmeserker:</strong> Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept.</p><p><strong>Shade Walker:</strong> On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers.</p><p><strong>Skeleton Altered:</strong> An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it.</p><p>The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Altered Equine:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Altered Tauran:</strong> The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two.</p><p><strong>Skeleton Slime:</strong> Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime.</p><p>Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones.</p><p><strong>Sleeper:</strong> They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity.</p><p><strong>Zuul-Koar, The Forgotten:</strong> ?</p><p><strong>Ktthjj:</strong> Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos.</p><p>These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men.</p><p><strong>Shadow Vampire:</strong> ?</p><p><strong>Fell Troll:</strong> ?</p><p></p><p><strong>Wight:</strong> Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/288231/A-Magical-Society-Aggressive-Ecology-The-Undead-Leviathan-OSRIC?affiliate_id=17596" target="_blank">A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)</a>[spoiler]</p><p><strong>Undead Leviathan:</strong> Undead leviathans are whale corpses reanimated through negative energy sinks at the ocean’s floor. </p><p>A whale fall is an unusual event in and of itself, but occasionally these massive bounties of detrital material land in places that simply cannot sustain natural life of any sort: a negative energy sink. These strange negative energies infuse a whale carcass with unholy power, giving it unlife, mobility, and malevolence — creating an undead leviathan.</p><p>Occasionally, something goes terribly wrong in the whale fall natural process — a whale falls into a negative energy sink. After several days, the few specialized creatures that can survive in a negative energy sink “colonize” the whale carcass and prepare for the next step in their life cycle. Within a month, an undead leviathan rises with its accompanying ecosystem and swims away, bringing death where it goes.</p><p><strong>Baleen Undead Leviathan:</strong> ?</p><p><strong>Cachalot Undead Leviathan:</strong> ?</p><p><strong>Orca Undead Leviathan:</strong> ?</p><p><strong>Undead Leviathan Tyrant:</strong> Undead leviathan tyrants are massive undead leviathans that have gone through their metamorphosis stage i.e. they are fully advanced undead leviathans. </p><p>After two decades of feeding, the negative energy aura of the undead leviathan ceases working and it swims to the nearest shore and beaches itself. There it “dies” again and rots on the beach for the next two weeks. After that period of dormancy, it rises as an undead leviathan tyrant.</p><p>Perhaps the most terrifying aspect of an undead leviathan occurs towards the end of its “life” cycle. After roaming the seas for around 20 years, the undead leviathan undergoes a metamorphosis and takes to the air before returning to the water. At the appointed time, its negative energy aura ceases working, and it swims to the nearest shore and beaches itself. Once stranded on land, all its unlife functions stop and it is again merely a whale corpse. During the next week, the leviathan spiders within the carcass seek the deepest part of the whale and form calciferous shells around themselves. Once ensconced in their protective chamber (resembling ostrich eggs in size and color), the spiders cease all activity and wait for a subtle change in pressure before reemerging.</p><p>All the while, the beached whale carcass bloats and swells tremendously, and this pause for decomposition is vital for attracting scavenger birds to the site. Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. </p><p><strong>Baleen Undead Leviathan Tyrant:</strong> ?</p><p><strong>Cachalot Undead Leviathan Tyrant:</strong> ?</p><p><strong>Orca Undead Leviathan Tyrant:</strong> ?</p><p><strong>Skeletal Scavenger:</strong> Formed from combined carcasses of birds killed by the undead leviathan’s negative energy aura, skeletal scavengers are man-sized avian skeletons that magically fly as if they still possessed wings.</p><p>Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. Any scavenger birds killed in this burst of negative energy form the latest creature compliment to the ecology: the skeletal scavengers. The instant after death, their avian flesh begins to melt away, leaving only bony bird skeletons behind. </p><p>Skeletal scavengers are only created by an undead leviathan tyrant. </p><p></p><p><strong>Zombie:</strong> For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). </p><p><strong>Undead:</strong> For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). </p><p><strong>Mummy:</strong> ?</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/86397/A1-Lair-of-the-Goblin-King?affiliate_id=17596" target="_blank">A1 Lair of the Goblin King</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/86143/A2-Lost-Treasure-of-Actzimotal?affiliate_id=17596" target="_blank">A2 Lost Treasure of Actzimotal</a>[spoiler]</p><p><strong>Stone Guardian Skeleton:</strong> ?</p><p><strong>Mummy High Priest:</strong> This is in fact the high priest. Or it once was. He had himself mummified so he could serve the emperor eternally.</p><p><strong>Kalikaltulizma:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/87613/A4-Rise-of-the-Bloodwolf?affiliate_id=17596" target="_blank">A4 Rise of the Bloodwolf</a>[spoiler]</p><p><strong>Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/13709/Advanced-Adventures-1-The-PodCaverns-of-the-Sinister-Shroom?affiliate_id=17596" target="_blank">Advanced Adventures 1: The Pod-Caverns of the Sinister Shroom</a>[spoiler]</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/15835/Advanced-Adventures-2-The-Red-Mausoleum?affiliate_id=17596" target="_blank">Advanced Adventures 2: The Red Mausoleum</a>[spoiler]</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p></p><p><strong>Ghast:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Crypt Thing:</strong> ?</p><p><strong>Crypt Thing Aberration:</strong> ?</p><p><strong>Skeleton Warrior:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Apparition:</strong> Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition.</p><p><strong>Banshee:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Lich, Gaheris Lord of the Red Mausoleum:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/55328/Advanced-Adventures-3-The-Curse-of-the-Witch-Head?affiliate_id=17596" target="_blank">Advanced Adventures 3: The Curse of the Witch Head</a>[spoiler]</p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/56872/Advanced-Adventures-6-The-Chasm-of-the-Damned?affiliate_id=17596" target="_blank">Advanced Adventures 6: The Chasm of the Damned</a>[spoiler]</p><p><strong>Wraith:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/60149/Advanced-Adventures-8-The-Seven-Shrines-of-NavkQar?affiliate_id=17596" target="_blank">Advanced Adventures 8: The Seven Shrines of Nav'k-Qar</a>[spoiler]</p><p><strong>Ghoul Drider:</strong> They are the reanimated remains of driders who were once trapped here and driven to suicide.</p><p></p><p><strong>Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/62412/Advanced-Adventures-10-The-Lost-Keys-of-Solitude?affiliate_id=17596" target="_blank">Advanced Adventures 10: The Lost Keys of Solitude</a>[spoiler]</p><p><strong>Avatar of Famine:</strong> Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent.</p><p><strong>Bone Sovereign:</strong> Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath.</p><p>Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity.</p><p><strong>Flesh Sovereign:</strong> ?</p><p></p><p><strong>Skeleton:</strong> Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.</p><p><strong>Apparition:</strong> This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition.</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Shadow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/78427/Advanced-Adventures-12-The-Barrow-Mound-of-Gravemoor?affiliate_id=17596" target="_blank">Advanced Adventures 12: The Barrow Mound of Gravemoor</a>[spoiler]</p><p><strong>Zombie:</strong> A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey.</p><p><strong>Wight:</strong> In life he was a sadistic murderer, who skinned his victims and wore their flesh.</p><p><strong>Wraith:</strong> This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant.</p><p><strong>Richard Dirkloch, Wight:</strong> At the center of the bloody revolt is Richard Dirkloch, a minor lord who first rose to prominence when he led his followers in a daring and successful nighttime assault on a sheriff’s manor. This spontaneous act of violence was a response to the execution of his beloved Mauron for ‘witchcraft and treasonous activity,’ charges which most of Dirkloch’s followers would grudgingly agree were not entirely ill-founded. Regardless, the murder of the king’s official projected Dirkloch into the spotlight and laid the foundation of an immensely popular reputation. He quickly became the focus of the rebellion.</p><p>Dirkloch’s seething anger against King Oldavin has fuelled the bloody conflict, leading to excesses of violence that would cause even the most hardened campaigner to shudder. Villages were pillaged and razed to the ground, and their innocent inhabitants slaughtered out of pure pleasure. The Borders are literally awash in blood.</p><p>The anger boiling like a foul brew within Richard Dirkloch’s embittered soul is darker than anyone can imagine as it literally sustains him; what few realize is that the rebel leader is dead… or, at least, undead. Dirkloch actually perished in that first attack upon the Sheriff’s stronghold, but his death was kept secret to sustain the momentum of the rebellion. He didn’t rest within his tomb for long, however. Within a few days he had risen as a wight, too stubborn to die until King Oldavin has suffered as all-consuming a loss as he had.</p><p><strong>Shadow:</strong> The tortured remains of the murdered monks.</p><p><strong>Crawling Hand:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/79564/Advanced-Adventures-13-White-Dragon-Run?affiliate_id=17596" target="_blank">Advanced Adventures 13: White Dragon Run</a>[spoiler]</p><p><strong>Zombie:</strong> Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.</p><p><strong>Wight:</strong> ?</p><p><strong>Ghast:</strong> An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast.</p><p><strong>Shadow:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Coffer Corpse:</strong> Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83074/Advanced-Adventures-15-Stonesky-Delve?affiliate_id=17596" target="_blank">Advanced Adventures 15: Stonesky Delve</a>[spoiler]</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93194/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=17596" target="_blank">Advanced Adventures 20: The Riddle of Anadi</a>[spoiler]</p><p><strong>Groaning Spirit:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Spectral Troll:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/94663/Advanced-Adventures-21-The-Obsidian-Sands-of-Syncrates?affiliate_id=17596" target="_blank">Advanced Adventures 21: The Obsidian Sands of Syncrates</a>[spoiler]</p><p><strong>Duplicate Zombie:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Crypt Thing Aberrant:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein?affiliate_id=17596" target="_blank">Advanced Adventures 23: Down the Shadowvein</a>[spoiler]</p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/101407/Advanced-Adventures-24-The-Mouth-of-the-Shadowvein?affiliate_id=17596" target="_blank">Advanced Adventures 24: The Mouth of the Shadowvein</a>[spoiler]</p><p><strong>Lich Magic-User 20, Tyrhanidies:</strong> ?</p><p></p><p><strong>Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Juju Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110683/Advanced-Adventures-26-The-Witch-Mounds?affiliate_id=17596" target="_blank">Advanced Adventures 26: The Witch Mounds</a>[spoiler]</p><p><strong>Haugbui:</strong> These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess.</p><p><strong>Haugbui, Draugir the Master of Battle:</strong> ?</p><p><strong>Haugbui, Jormungandr:</strong> ?</p><p><strong>Minotaur Zombie:</strong> ?</p><p></p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Specter:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/113206/Advanced-Adventures-28-Redtooth-Ridge?affiliate_id=17596" target="_blank">Advanced Adventures 28: Redtooth Ridge</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Mrs. Cornelia Metella, Haunt:</strong> This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt.</p><p>The haunt desires to punish the lazy servants who ruined her best dress.</p><p><strong>Zombie:</strong> The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/88367/B1-Journey-to-Hell?affiliate_id=17596" target="_blank">B1 Journey to Hell</a>[spoiler]</p><p><strong>Ghost:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117374/Cloud-World-of-Arme?affiliate_id=17596" target="_blank">Cloud World of Arme</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/65622/Death-from-Below-A-World-of-Arkara-adventure?affiliate_id=17596" target="_blank">Death from Below: A World of Arkara adventure</a>[spoiler]</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> This room contains an unholy font dedicated to Icarra, known to the Batrachians and Lizard Men as the Dark Goddess. This pool has two effects: any Batrachian baptized in the pool by a priest of the Dark Goddess gains the benefits of a Bless spell for the next 24 hours; any non-Batrachian drowned in the pool by a priest of the Dark Goddess rises as a Zombie under his control.</p><p>The pool can only perform one of these functions and only once per day. For the past week, the Batrachian shaman in S17 has been drowning one captured Buccaneer each day and converting them into zombies.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/148208/Double-Feature-Charity-Module-Erik-Jensens-Bonespur-Glacier-and-Jason-Paul-McCartans-The-Tomb-of-Bashyr-PWYW?affiliate_id=17596" target="_blank">Double Feature Charity Module: Erik Jensen's Bonespur Glacier and Jason Paul McCartan's The Tomb of Bashyr PWYW</a>[spoiler]</p><p><strong>Tundra-Wight:</strong> ?</p><p><strong>Lost Princess, Ghost:</strong> Whether she was locked away here as punishment or to circumvent some sort of curse may never be known, but the lost princess is long-dead, existing now only as a ghostly little girl.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/222673/Found-Folio-Volume-One?affiliate_id=17596" target="_blank">Found Folio Volume One</a>[spoiler]</p><p><strong>Beheaded:</strong> A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds.</p><p>A spellcaster can create a beheaded with animate dead.</p><p>Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated.</p><p><strong>Beheaded Belching:</strong> The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball).</p><p><strong>Beheaded Flaming:</strong> The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created.</p><p><strong>Beheaded Screaming:</strong> This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created.</p><p><strong>Ecorche:</strong> Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew.</p><p><strong>Gholdako:</strong> A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.</p><p><strong>Grave Ape:</strong> Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Gravebound:</strong> Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies.</p><p><strong>Graveknight:</strong> Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor.</p><p><strong>Lich:</strong> ?</p><p><strong>Mohrg:</strong> Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue.</p><p><strong>Zombie:</strong> Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds.</p><p><strong>Necrocraft:</strong> A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator.</p><p>The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature.</p><p><strong>Necrocraft Standard:</strong> Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords).</p><p><strong>Necrocraft Large:</strong> They require 10 corpses to create.</p><p><strong>Necrocraft Giant:</strong> They require twenty-five corpses to create.</p><p><strong>Riddlemaster:</strong> Riddlemasters are lich like beings, the undead forms of great sages and game show hosts.</p><p><strong>Skeleton Gem-Eyed:</strong> First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes.</p><p>The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user.</p><p>The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep.</p><p><strong>Tamov the Moldy, Lich:</strong> ?</p><p><strong>Spider Deathweb:</strong> Deathweb spiders are the exoskeletons of death giant spiders (of S, M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet.</p><p><strong>Wasp Deathflyer:</strong> Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps.</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/125564/Howler-LL?affiliate_id=17596" target="_blank">Howler</a>[spoiler]</p><p><strong>Ancient Skeleton:</strong> ?</p><p><strong>Zellula, Hill Mummy:</strong> ?</p><p><strong>Ruella, Hill Mummy:</strong> ?</p><p><strong>Allor, Hill Mummy:</strong> ?</p><p><strong>Hill Mummy:</strong> Hill mummies are created by rural cults of various ancient deities in areas that lack the wealth and power necessary to create genuine mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that did the raising. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/206205/Ice-Kingdoms-Into-the-Mournwood?affiliate_id=17596" target="_blank">Ice Kingdoms: Into the Mournwood</a>[spoiler]</p><p><strong>Ghost:</strong> These are the incorporeal ghosts of the bodies on the ground.</p><p>They too lost their children and came into the woods to rescue them from the hags. Upon finding the hag responsible they discovered their children had been turned into bear cubs and consumed by the wood witch. One child was saved by having the bear cloak ripped from her hide, the child then ran into the woods. Before they could escape with the child the hag attacked and killed them and then cursed them to forever dwell in the cursed forest.</p><p><strong>Zombie Mournwood:</strong> Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets.</p><p>In the middle of the night, the dead bodies turn into zombies and attack the middle of the camp.</p><p>There are 15 corpses in the pile. There is no evidence of what caused their deaths. If the characters come to search the corpses, the dead rise as zombies and attack.</p><p><strong>Zombie:</strong> Mournwood Necromantic Strike curse.</p><p></p><p>Necromantic Strike curse</p><p>No matter what the character does short of turning dead bodies to ash; anything that the character kills rises in the middle of the night and attack as zombies. Theses undead creatures follow the character that killed them and eventually catch up to the character. In the Mournwood the sun is blocked by the huge forest cover and the zombies never rest during the day.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/203919/Ice-Kingdoms-Lair-of-the-White-Wyvern?affiliate_id=17596" target="_blank">Ice Kingdoms: Lair of the White Wyvern</a>[spoiler]</p><p><strong>Skeleton Ogre:</strong> Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy.</p><p>A Skeleton ogre is an animated undead ogre comprised of bones.</p><p>If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers).</p><p><strong>Wraith Warrior:</strong> Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight.</p><p>Warrior Wraiths inhabit the regions immediately surrounding their deaths and return to unlife on a regular basis, though the conditions of this return can be based on many different factors. Common factors include a certain time of day, a certain condition that is met (such as disturbing of their grave) or other activating incident.</p><p>If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/216595/Ice-Kingdoms-The-Girl-With-the-Demon-Tattoos?affiliate_id=17596" target="_blank">Ice Kingdoms: The Girl With the Demon Tattoos</a>[spoiler]</p><p><strong>Skeleton:</strong> Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from.</p><p><strong>Zombie:</strong> Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller.</p><p>Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/62837/Malevolent-and-Benign?affiliate_id=17596" target="_blank">Malevolent and Benign</a>[spoiler]</p><p><strong>Autmnal Mourner:</strong> As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves.</p><p><strong>Avatar of Famine:</strong> Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent.</p><p><strong>Bone Sovereign:</strong> Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.</p><p><strong>Flesh Sovereign:</strong> ?</p><p><strong>Cadaver:</strong> Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example).</p><p><strong>Dark Voyeur:</strong> Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass.</p><p><strong>Foul Spawner:</strong> Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave.</p><p><strong>Gray Lady:</strong> Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies.</p><p><strong>Harbinger:</strong> If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil.</p><p><strong>Haze Horror:</strong> Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world.</p><p><strong>Haze Horror Variant:</strong> ?</p><p><strong>Hearth Horror:</strong> A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory.</p><p><strong>Heartless:</strong> Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades.</p><p><strong>Hellscorn:</strong> Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender.</p><p><strong>Lostling:</strong> Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure.</p><p><strong>Lostling Variant:</strong> ?</p><p><strong>Neverlasting:</strong> The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron.</p><p><strong>Sabulous Husk:</strong> Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within.</p><p><strong>Shadow Lord:</strong> ?</p><p><strong>Skeleton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Slavering Mouther:</strong> Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.</p><p></p><p><strong>Skeleton:</strong> Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round.</p><p>Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round.</p><p><strong>Zombie:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner.</p><p><strong>Ghoul:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p>Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit.</p><p><strong>Ghast:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Wight:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Wraith:</strong> Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius).</p><p>Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%).</p><p><strong>Undead:</strong> Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves.</p><p><strong>Shadow:</strong> Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239685/Malevolent--Benign-II?affiliate_id=17596" target="_blank">Malevolent & Benign II</a>[spoiler]</p><p><strong>Autumnal Rider:</strong> ?</p><p><strong>Banfaet:</strong> It is not only magic users and clerics that seek immortality via magic: illusionists and even some druids do as well. Those who follow this road become banfaets instead of liches, and unlike liches which share a singular form regardless their background, banfaets come in two forms.</p><p>The first is the path of the illusionist. These banfaets replace their body with a mix of phantasm, illusion, and shadow-stuff, and encase their soul into a single giant black pearl worth at least 5,000 gp which acts as their phylactery. They are illusionists of at least 14th-level and their touch drains 1 point of strength in addition to normal damage.</p><p>A druidic banfeat substitutes much of their body with either fungus or slime molds, resulting in what looks to be an animated skeleton with either fungal or slimy flesh. They encase their souls in giant chunk of amber weighing at least 10 pounds (2,000 gp). They are druids of at least 14th-level and, in addition to normal damage, their touch corrodes metal as a does a rust monster.</p><p><strong>Lich:</strong> ?</p><p><strong>Barrow Lord:</strong> Barrow lords are tribal or clan leaders whose desire to defend their lands and people is so strong that their spirits are unable to leave the mortal plane.</p><p><strong>Barrow Lord Undead Follower Skeleton:</strong> ?</p><p><strong>Barrow Lord Special Guardian Skeleton:</strong> These are the remains of trusted followers who agreed to continue serving their master in death.</p><p><strong>Children of Coyle:</strong> In cases of family horror, where children are murdered by their parents, they may rise as one of the Children of Coyle, named after the first child-murderer who met his fate at the undead hands of the very children he slayed.</p><p><strong>Dust Centurion:</strong> A dust centurion is the departed spirit of a former warrior who perished at the hands of magic, unable to achieve the death in combat that it desired. This longing, combined with the magical energies from its death, transform it into a spirit that animates the dust and wreckage left from the calamity, forming into a humanoid shape when approached.</p><p>The precise material that a dust centurion is made of depends on the great calamity that it perished in; one that died in a massive magical blaze may be made of ash, whereas one that died to an unnatural blizzard could be made of floating crystals of ice.</p><p><strong>Eloko:</strong> Eloko are the spirits of people who have died in a forest. They haunt a forest because of a grudge left unsettled: typically one about hunting.</p><p><strong>Exhumed:</strong> The exhumed are not so much creatures as they are physical manifestations of a curse: a curse against those who disturb the rest of the dead! Whenever a human body is disinterred, there is a slight chance that the spiritual detritus left behind coalesces into an exhumed 1-8 days after their resting place has been looted.</p><p><strong>Ghoul Skin Thief:</strong> ?</p><p><strong>Guishu:</strong> ?</p><p><strong>Haugbui:</strong> These are undead warriors, servants of Sorana, Goddess of Death, who were so evil in life that they attracted the interest of the goddess.</p><p><strong>Monster Vestige:</strong> Monsters, unlike humans, rarely continue into undeath as ghosts or similar undead. Instead, in very rare instances, a portion of their essence remains bound to their lair, held by their strong connection to the area or a strong emotion associated with their means of death. The process by which a vestige is formed typically takes months, so a monster slain cannot immediately confront its slayers in vestige form.</p><p><strong>Ghost:</strong> ?</p><p><strong>Mummy Medusa:</strong> In some places, religiously-inclined medusae are known to mummify and bury their dead. As with humans, at times these medusa mummies can return to life to plague the living.</p><p><strong>Zombie:</strong> Creatures that die from the Nekomata's wasting disease and lose their soul to the nekomata rise as animated corpses similar to zombies.</p><p>The bite of a wightrat has a chance to cause disease, but more fearsomely it may drain an energy level if the victim fails a save against death magic. Any human drained of all life energy rises as a zombie under the control of the wightrat.</p><p><strong>Osseopod:</strong> Osseopods arise out of mass graves.</p><p><strong>Osseopod Large:</strong> Larger osseopods (4 HD) may form from the remains of larger creatures, such as ogres and bugbears. 6 HD osseopods may form from giants.</p><p><strong>Pishacha:</strong> ?</p><p><strong>Skeleton Fungal:</strong> Fungal skeletons are the remains of long-dead victims of the creeping peril.</p><p><strong>Zombie Fungal:</strong> The more powerful initial variant, the fungal zombie, is created once a person dies from the creeping peril.</p><p>Anyone killed by a fungal skeleton will rise as a fungal zombie in 1-4 days.</p><p><strong>Undead Rat Ghoulrat:</strong> Ghoulrats are developed undead from zombirats who managed to slay and eat a man-sized opponent of average intelligence or greater. They add the flesh of the corpse to their own, transforming into a ghoulrat the next day.</p><p>Zombirats seek out intelligence flesh to consume to add to their own, transforming into ghoulrats. Just a single human-sized corpse is enough to transform 10 zombirats into ghoulrats.</p><p><strong>Undead Rat Skelirat:</strong> Skelirats are the animated remains of giant rats.</p><p><strong>Undead Rat Wightrat:</strong> The final stage of undead rat development, wightrats live only to kill and raise their victims as zombies.</p><p>If ghoulrats consume 10 man-sized opponent of average intelligence or greater they transform into the final type of undead giant rat, the wightrat.</p><p><strong>Unead Rat Zombirat:</strong> Zombirats are developed undead from skelirats who managed to slay and eat some local animals.</p><p>If skelirats manage to kill a large enough animal (roughly the size of a medium-sized dog or larger) they add some of the creature’s flesh to their own and transform into a zombirat the next day.</p><p><strong>Weggeest:</strong> Weggeest are spirits of humans killed upon a particular path or road.</p><p><strong>Wendigo:</strong> Wendigo are spirits of hunger and desire.</p><p><strong>Ziburinis:</strong> Spirits of dead who passed away in the forest, ziburinis have the green glow of the forest upon them.</p><p>Humanoids killed by ziburinis have a 10% chance to rise as a ziburinis within 24 hours.</p><p><strong>Zombie Hound:</strong> Zombie hounds are the risen corpses of large canines, such as war dogs, wolves, or mastiffs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/267308/Mini-Bestiary?affiliate_id=17596" target="_blank">Mini Bestiary</a>[spoiler]</p><p><strong>Science Fiction Zombie:</strong> Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants?</p><p>● Does being killed by a zombie make you a zombie?</p><p>● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation?</p><p>● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison?</p><p>● If caused by a virus or microbe, is there a cure or inoculation?</p><p>● Is the nature of the substance that makes a zombie able to spread throughout the ship?[/spoiler]</p><p></p><p>OSRIC Player's Reference[spoiler]</p><p><strong>Skeleton:</strong> <em>Animate Dead</em> spell.</p><p><strong>Zombie:</strong> <em>Animate Dead</em> spell.</p><p></p><p>animate dead Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None</p><p>By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level.</p><p></p><p>animate dead Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None</p><p>Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler]</p><p></p><p><a href="http://www.dragonsfoot.org/sg/" target="_blank">OSRIC Monster Listing</a>[spoiler]</p><p><strong>Banshee, Groaning Spirit:</strong> ?</p><p><strong>Coffer Corpse:</strong> ?</p><p><strong>Ghast:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Poltergeist:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Zombie Juju:</strong> ?</p><p><strong>Zombie Monster:</strong> ?</p><p><strong>Zombie Animal:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/117768/Pyramid-of-Gorsh?affiliate_id=17596" target="_blank">Pyramid of Gorsh</a>[spoiler]</p><p><strong>Ghoul:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Gorsh, King of the Desert by the Sea:</strong> If the sarcophagus is opened the body will animate.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/301455/SM03-Cityguide-to-the-City-of-Karan?affiliate_id=17596" target="_blank">SM03 Cityguide to the City of Karan</a>[spoiler]</p><p><strong>Undead:</strong> The staff [of the Temple of Death] oversee all funereal rites and all the dead of the city [of Karan] are burnt (due to strange magic in the mountains most unburnt cadavers reanimate in some form of undead or other…).</p><p><strong>Spirit-Type Undead:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?</p><p><strong>Half-Strength Spectre:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/306893/SM04-Gazeteer-of-the-Land-of-the-Young?affiliate_id=17596" target="_blank">SM04 Gazeteer of the Land of the Young</a>[spoiler]</p><p><strong>Marine Ghoul:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/297875/SM12-The-Trials-of-a-Young-Wizard?affiliate_id=17596" target="_blank">SM12 The Trials of a Young Wizard</a>[spoiler]</p><p><strong>Undead Child Troll:</strong> ?</p><p><strong>Ghoul:</strong> ?</p><p><strong>Marine Ghoul:</strong> ?</p><p><strong>Orc Skeleton:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Spectre:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Otheladra, Othelladra, Wight:</strong> None of the graves have grave goods in them and the bodies are unimpressive apart from Otheladra’s herself which, due to a curse, has become a Wight.</p><p><strong>Zombie:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/325933/SM14-Of-the-Rakuli?affiliate_id=17596" target="_blank">SM14 Of the Rakuli</a>[spoiler]</p><p><strong>Wight:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110459/Teratic-Tome?affiliate_id=17596" target="_blank">Teratic Tome</a>[spoiler]</p><p><strong>Banshee Ivory:</strong> The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou.</p><p><strong>Demimondaine:</strong> The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer.</p><p><strong>Ghast Ash:</strong> ?</p><p><strong>Ghast Cicatrix:</strong> ?</p><p><strong>Ghost Palimpset:</strong> The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead.</p><p><strong>Ghoul Lesion:</strong> Created by an errant demon lord while visiting the Prime Material plane.</p><p><strong>Malchior:</strong> A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile.</p><p>He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon.</p><p>Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich.</p><p><strong>Querist:</strong> Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself.</p><p><strong>Skeletal Warden:</strong> Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan.</p><p><strong>Spectre Battle:</strong> ?</p><p><strong>Xarualac:</strong> The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on.</p><p><strong>Zombie Verminated:</strong> Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague.</p><p>Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/58543/The-Forgotten-Temple-of-Baalzebul?affiliate_id=17596" target="_blank">The Forgotten Temple of Baalzebul</a>[spoiler]</p><p><strong>Stone-Cleaver, Specter:</strong> The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil.</p><p><strong>Aerdolph, Vampire:</strong> Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire.</p><p><strong>Sundar, Ghost:</strong> Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost.</p><p><strong>Sorcerell, Lich:</strong> In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart.</p><p><strong>Malignaant, Lich:</strong> When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly.</p><p><strong>Sarmux, Lich:</strong> When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him.</p><p><strong>Celrax, Huecuva:</strong> When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy.</p><p><strong>Asalon, Lich:</strong> He performed the necessary rites to transform himself into a powerful lich long ago.</p><p>When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.[/spoiler]</p><p></p><p><a href="https://www.dragonsfoot.org/sg/" target="_blank">The Shrine of Hecate</a>[spoiler]</p><p><strong>Skeleton:</strong> Behind the curtains lurk six shrine guardians, undead skeletons animated by Illione (the shrine priestess).</p><p>Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray.</p><p><strong>Zombie:</strong> Three servants of the shrine also lurk behind the curtains: zombies also animated by Illione.</p><p>Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray.</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64108/World-of-Arkara-Gazetteer-of-the-Known-World?affiliate_id=17596" target="_blank">World of Arkara Gazetteer of the Known World</a>[spoiler]</p><p><strong>Lich:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.</p><p><strong>Mummy:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.</p><p><strong>Vampire:</strong> Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.[/spoiler]</p><p></p><p></p><p>[/spoiler]</p><p></p><p>OSRIC Magazines[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596" target="_blank">Knockspell Magazine #1</a>[spoiler]</p><p><strong>Undead Animal:</strong> Necromancer Animate Dead Animals power.</p><p><strong>Limb:</strong> Necromancer Animate Limb power.</p><p><strong>Servant:</strong> Necromancer Construct Servant power.</p><p><strong>Skull Guardian:</strong> Necromancer Create Skull Guardian power.</p><p><strong>Animated Undead:</strong> Necromancer Superior Animate Dead power.</p><p><strong>Lich-Lords of Kuush:</strong> ?</p><p></p><p><strong>Undead:</strong> Necromancer Manufacture (Undead Type) power.</p><p><strong>Coffer Corpse:</strong> Level 1 necromancer's undeath power.</p><p><strong>Ghoul:</strong> Level 2-3 necromancer's undeath power.</p><p><strong>Ghast:</strong> Level 4 necromancer's undeath power.</p><p><strong>Wight:</strong> Level 5 necromancer's undeath power.</p><p><strong>Wraith:</strong> Level 6 necromancer's undeath power.</p><p><strong>Mummy:</strong> Level 7-8 necromancer's undeath power.</p><p><strong>Vampire:</strong> Level 9-14 necromancer's undeath power.</p><p><strong>Lich:</strong> Level 15 necromancer's undeath power.</p><p>Necromancer Create Lich power.</p><p><strong>Skeleton:</strong> Necromancer Animate Dead power.</p><p><strong>Zombie:</strong> Necromancer Animate Dead power.</p><p>Necromancer Army of the Dead power.</p><p><strong>Juju Zombie:</strong> Necromancer Improved Animate Dead power.</p><p><strong>Shadow:</strong> ?</p><p></p><p>Undeath: Unless a necromancer is buried in specially consecrated ground or is utterly destroyed, he will return as undead, as noted on the Level Advancement table. They will not retain any of their necromantic powers unless they return as a vampire or lich. In any case they will not earn any more experience points as an undead.</p><p></p><p>Animate Dead: Similar to the 3rd-level Cleric spell of the same name. A necromancer may animate 1-6 zombies in this manner. If no flesh remains, the corpses are animated as skeletons instead. A necromancer may only control a number of these skeletons/zombies equal to 6 times their level at any one time.</p><p></p><p>Animate Dead Animals: Similar to the necromantic power of Animate Dead, except only animals may be animated this way. Consider undead animals to have ½ the HD of a living specimen for purposes of Turning. Necromancers may only control a number of these animated animals equal to 6 times their level at any one time. Animate Dead is a prerequisite for this power.</p><p></p><p>Animate Limb: A necromancer may use this ability to re-animate up to 4 severed human limbs (but not a head). Limbs have limited movement – hands or arms could crawl (up to 5’ round), but a leg or foot would simply flop around. A limb is not intelligent, but is under the control of the necromancer, who may order it about as a skeleton or zombie. A limb has ½ HD (1-4hp) and can be turned as a zombie. Necromancers may only control a number of these limbs equal to 6 times their level at any one time.</p><p></p><p>Army of the Dead: The necromancer can animate and subsequently control up to 100 human-type corpses, which must be dead less than one week. The animation lasts for 24 hours. Animate Dead is a prerequisite for this power. Typically this power is used near a fresh battlefield or plague-ridden village where plenty of fresh corpses are readily available.</p><p></p><p>Create Lich: A necromancer may use this power to create a lich from a willing human victim. The victim must be at least a 14th level evil Cleric or Magic-User. The process culminates in the death of the victim and their resurrection as a lich. The process requires at least 2,000gp of materials per level of the victim and 2 weeks of preparation. The materials are consumed during the ceremony, which must be conducted at midnight on a grimly auspicious night (e.g. Halloween, Winter Solstice etc.) Upon completion of the rituals, the victim arises as a lich in all respects. This power is rarely used owing to the inherent distrust and enmity between evil spell-casters and necromancers.</p><p></p><p>Create Skull Guardian: A ritually sacrificed human or demi-human may be used to create a skull guardian. The process requires one week of work but no special materials. The result is a skull sporting a pair of membranous bony wings growing from its temples. A skull guardian is only semi-intelligent but follows the orders of the creating necromancer at all times. It may only move a maximum of 60’ away from the place of its creation. Skull Guardian: AC 2; MV 30’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-3; SA Generates Fear 5’ radius; SD normal undead immunities, turn as Spectre; MR Std; SZ S; Int Semi; AL N; XP 650+10/hp.</p><p></p><p>Improved Animate Dead: Similar to the prerequisite power Animate Dead, except that the necromancer may animate 1-6 ju-ju zombies. The corpses must be fresh (no more than a week dead) and relatively intact.</p><p></p><p>Manufacture (Undead Type): Creates an undead creature from a human corpse. This procedure takes one week of uninterrupted work, starting with sacrifice of the human victim. Once finished, the necromancer must attempt to establish control as normal; otherwise the creature will act independently. Note: Each manufacturing power is a prerequisite to the next higher version.</p><p></p><p>Superior Animate Dead: This power allows a necromancer to animate the corpse of a recently dead (up to 1 week) human or demi-human. The corpse must be unmutilated. The animated undead will possess the same level it had in life, and the same powers, including any non-clerical spellcasting abilities. The animation only lasts for 24 hours, after which the creature cannot be re-animated. Treat the creature as an undead of the same or fewer hit dice for the purposes of turning. After animation, a necromancer must attempt to establish control normally. If control is not established, the animated undead will attack the necromancer. Animate Dead is the prerequisite for this power.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596" target="_blank">Knockspell #3</a>[spoiler]</p><p><strong>Death Knight:</strong> Upon their deaths, certain high-level anti-paladins may be transformed into a Death Knight (1% chance/level) – a particularly powerful form of undead, as a reward for their faithful service. </p><p></p><p><strong>Undead:</strong> ?</p><p><strong>Ghoul:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/55271/OldSchool-Gazette-1?affiliate_id=17596" target="_blank">Old School Gazette 1</a>[spoiler]</p><p><strong>Ghoul:</strong> <em>Animate Dead</em> spell using grim dust.</p><p><strong>Ghast:</strong> <em>Animate Dead</em> spell using grim dust.</p><p><strong>Wight:</strong> <em>Animate Dead</em> spell using grim dust.</p><p></p><p>Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/103867/Zor-Draxtau-Issue-III?affiliate_id=17596" target="_blank">Zor Draxtau Issue 3</a>[spoiler]</p><p><strong>Xerksis, The Mage-King:</strong> Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich.</p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7945153, member: 2209"] [b]1e AD&D[/b] 1e Compilation[spoiler] [b]Undead, The Dead:[/b] Some undead are clearly evil, directed or created by or allied to dark powers. Whatever causes undead to come into existence (spell, natural process, divine deed, or unknowable mystery) are strong in the Realms; there are a LOT of undead. (Lords of Darkness) The arts of creating and controlling undead are Evil-and, as many have learned to their detriment, very dangerous. (Lords of Darkness) Created by the foulest magics. (Lords of Darkness) While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e)) Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e)) The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e)) She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e)) Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e)) His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e)) Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e)) She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e)) The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e)) Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e)) Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e)) This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e)) If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e)) Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e)) The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e)) Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e)) Chemosh is the lord of false redemption; he offers immortality at the price of exaltation. Those who follow his ways hope to live forever but will do so in bodies that are eternally corrupted. Nearly all of the evil undead have at one time or another made a pact with Chemosh or one of his servants. (Dragonlance Adventures) If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). (Dungeon Master's Guide (1e)) When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. However, upon the destruction of their slayer/drainer, such lesser undead gain energy levels from characters they subsequently slay/ drain until they reach the maximum number of hit dice (and their former level of class experience as well, if applicable) appropriate to their type of undead monster. Upon reaching full hit dice status, they are able to slay/drain and control lesser undead as they once were. (Dungeon Master's Guide (1e)) It is also likely that a druid will enlist the aid of fellow adventurers to deal with problem such as an infestation of goblins or the desecration of an ancient barrow by an evil cleric, who might even animate the buried bodies to bring a plague of undead upon the land. (FR2 Moonshae) The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e)) Many undead draw their animating force from the Negative Material plane, which endows them with the power to drain ability scores or levels. Such creatures are said to exist in both the Prime Material and Negative Material planes simultaneously, though this is unlikely, as the two are not linked. There is no record of undead spotted in either the Positive or Negative Material planes, though they are found in the quasi-planes. (Manual of the Planes (1e)) There are no elemental undead. (Manual of the Planes (1e)) A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact. (Dragon 76) Though the undead do not reproduce in the normal way, some are able to propagate themselves by attacking living creatures. (Dragon 89) The corpse of a mortal creature placed in the cauldron will emerge as a random undead monster, under the control of the cauldron's current owner. The undead type will be one with a corporeal, physical form, and less than 7 HD. A living creature who enters the cauldron must save vs. death magic at -4, or its soul or life force will be devoured and forever gone. Those who make the save will take 2-8 points of damage and lose two life levels. The cauldron has a magical link with the Negative Material Plane. Those who try to possess it will quickly turn evil, if they were not already. Eventually, the possessor of it will, by a DM-arranged “accident” or his own cauldron-influenced desire, become undead himself. The cauldron can only be destroyed by washing it in the Waters of Life. (Dragon 102) Creatures killed in the otherworld state from a druid's otherworld spell have a 75% chance of rising as undead of random sorts. (Dragon 122) Areas in a fantasy universe in which huge numbers of people were slain or died all at once might also form breeding grounds for immense numbers of undead. (Dragon 126) Some DMs rule that only humans become undead, but it is more common to include all the PC races and their NPC subraces. Animals and monsters never become undead unless their remains are magically animated as skeletons or zombies. Such creatures simply die when slain by undead. (Dragon 138) Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason. (The Complete Cities of Sorcery Campaigns) [i]Undead Production[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Acererak:[/b] See Demi-Lich, Acererak. [b]Acererak:[/b] See Lich, Acererak. [b]Aerial du Plumette:[/b] See Ghost, Prince Aerial du Plumette. [b]Air Ochimo:[/b] See Ochimo Air. [b]Al-Dolak:[/b] See Ghost, Al-Dolak. [b]Al-Nirin, Habrauk:[/b] See Spectre, Habrauk Al-Nirin. [b]Aldenmier, Astrid:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Alemander V:[/b] See Ghost, Prince Alemander V. [b]Alenny, Momsin:[/b] See Wight, Momsin Alenny. [b]Alokkair the Witch-King:[/b] See Lich, Alokkair the Witch-King. [b]Alp:[/b] See Vampire Alp. [b]Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Amazonian Ghoul:[/b] See Ghoul, Amazonian Ghoul. [b]Amun-Re:[/b] See Ghost, Amun-Re. [b]Anananngel:[/b] See Vampire Anananngel. [b]Ancient Corsair Lord:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Ancient Dwarven High Priest Corpse of an:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Ancient Dwarven Priest High Corpse of an:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Ancient High Priest Dwarven Corpse of an:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Ancient Lord Corsair:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Ancient Priest High Dwarven Corpse of an:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Angelique:[/b] See Vampire, Angelique. [b]Angry Spirit Very:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Angry Very Spirit:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Animal Skeleton:[/b] See Skeleton Animal Skeleton. [b]Animated Freshly Zombie:[/b] See Zombie Fresh, Freshly Animated Zombie. [b]Animated Fully Skeleton:[/b] See Skeleton, Fully Animated Skeleton. [b]Animated Giant Skeleton:[/b] See Skeleton Animated Giant Skeleton. [b]Animated Skeleton:[/b] See Skeleton 'Enhanced', Animated Skeleton. [b]Animated Skeleton:[/b] See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure. [b]Animated Skeleton Fully:[/b] See Skeleton, Fully Animated Skeleton. [b]Animated Skeleton of a Giant:[/b] See Skeleton Animated Skeleton of a Giant. [b]Animated Zombie Freshly:[/b] See Zombie Fresh, Freshly Animated Zombie. [b]Ankylosaurus Skeleton:[/b] See Skeleton Ankylosaurus. [b]Apatosaurus Skeleton:[/b] See Skeleton Apatosaurus. [b]Apparition:[/b] A victim slain by an apparition may be raised but if the body is left, or no attempt is made within one hour to raise it,it will rise as an apparition in 2-8 hours. (Fiend Folio) This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e)) An apparition is the insubstantial remains of a person of authority – sergeant, priest, etc. – charged with overseeing or guarding a specific area, whose death was the result of a shirking of duty. Confined to the area originally to be guarded, the apparition seeks both to protect its "lair" and to gather additional guardians to its service. Thus, a character slain by an apparition who later rises as such will return to the lair of the original creature to take up guardianship alongside it, taking the apparition's place if that creature has been slain. (Dragon 126) [b]Apparition, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Apparition Ghostly, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Appendage Human Insidious:[/b] See Crawling Claw, Insidious Human Appendage. [b]Appendage Insidious Human:[/b] See Crawling Claw, Insidious Human Appendage. [b]Aquatic Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Arch-Lich:[/b] See Lich Arch-Lich. [b]Arlie Esterbridge:[/b] See Vampire, Arlie Esterbridge. [b]Armored Man:[/b] See Death Knight, Armored Man. [b]Asanbosam:[/b] See Vampire Asanbosam. [b]Asberdies:[/b] See Lich Asberdies Magic-User 20. [b]Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Aumvor the Undying:[/b] See Lich, Aumvor the Undying. [b]Ayocuan:[/b] See Wight, Ayocuan. [b]Azalin:[/b] See Lich Magic-User 18, Azalin. [b]Azimer:[/b] See Lich, Azimer. [b]Bach:[/b] ? [b]Bach Giant:[/b] ? [b]Badder Ghastling:[/b] See Ghoul Ghast, Badder Ghastling. [b]Baijang:[/b] ? [b]Baka:[/b] See Ghoul Baka. [b]Balder, Thinn:[/b] See Zombie, Thinn Balder. [b]Banshee:[/b] See Groaning Spirit, Banshee. [b]Belgos:[/b] See Vampire Drow Vampire, Belgos. [b]Berserker Spectral Minion:[/b] See Spectral Minion Berserker. [b]Animal Mummy:[/b] See Mummy Animal. [b]Baboon Animal Mummy:[/b] See Mummy Animal Baboon. [b]Beetle Animal Mummy:[/b] See Mummy Animal Beetle. [b]Bestial Beast:[/b] Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. (CC1 Creature Compendium) [b]Bisan:[/b] ? [b]Biting Skull:[/b] ? [b]Black Annis:[/b] ? [b]Black Rose Knight:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Blautsauger:[/b] See Vampire Blautsauger. [b]Bliss, Charity:[/b] See Vampire, Charity Bliss. [b]Blood Warrior:[/b] The Blood Warriors are a type of undead soldier corrupted from normal human warriors by Kazgoroth's power. (FR2 Moonshae) The Beast has a unique ability to perform a corrupted type of mass charm spell, creating for itself a band of fanatically loyal undead troops known as Blood Warriors. (FR2 Moonshae) Kazgoroth is aided by its magically created Blood Warriors. (Dragon 140) [b]Bloody Bones:[/b] See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead. [b]Blurry-Eyed Zombie:[/b] See Zombie Ghost Eye, Blurry-Eyed Zombie. [b]Boar Undead:[/b] See Undead Boar. [b]Body Revenant:[/b] See Revenant Body. [b]Bone Colossus:[/b] The white giant is a bone colossus, a being created from the joining of many skeletons. (GDQ 1-7 Queen of the Spiders) A being created from the joining of many skeletons. (Q1 Queen of the Demonweb Pits) [b]Bones:[/b] See Skeleton Cleric 1, Bones. [b]Bosco, Hieronymous:[/b] See Ghost Wizard, Hieronymous Bosco. [b]Botanist Tower Ghost of the:[/b] See Groaning Spirit, Ghost of the Tower Botanist. [b]Brainless Enhanced Zombie:[/b] See Zombie Brainless Enhanced. [b]Brainless Zombie Enhanced:[/b] See Zombie Brainless Enhanced. [b]Bride of Sakatha:[/b] See Vampire Vampiric Lizard Man Female, Bride of Sakatha, Female Lizard Vampire. [b]Bruxa:[/b] See Vampire Bruxa. [b]Bugbear Monster Zombie:[/b] See Zombie Monster Undead Bugbear. [b]Burcolakas:[/b] See Vampire Burcolakas. [b]Burning Dead, Burning Dead Corpse:[/b] This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs. (The Folio #4 [1E & 5E Format] ROS4) [b]Burning Dead Corpse:[/b] See Burning Dead, Burning Dead Corpse. [b]Bushi Spectre:[/b] See Spectre Bushi. [b]Bushi Zombie:[/b] See Zombie Bushi. [b]Buso:[/b] ? [b]Buso Tagamaling:[/b] Destroying Nakamaru is easy, at least to Getsu’s mind. All he needs to do is infect enough of the population with the disease carried in his claws—the disease that transforms a man into a hideous tagamaling buso. (OA4 Blood of the Yakuza (1e)) This type of buso is a person infected by a tigbanua. This disease periodically transforms the person into a tagamaling. Each night there is a 1% cumulative chance that the diseased person transforms, his body changing into that of a buso. The victim becomes savage and mindless, attacking (and devouring) any and all he can. The tagamaling has the same hit dice and hit points as the person possesses in normal lite. Characters With special abilities are not able to use their powers while transformed, their minds filled only with rage and animal lusts. The diseased person has no memory of any actions done as a tagamaling. Once the disease reaches 100%, the victim can no longer be cured and changes into a tagamaling every night. (Oriental Adventures (1e)) The claws of a tigbanua transmit a horrible disease and all wounded by the creature must make a successful saving throw vs. death or become infected. Those infected eventually become tagamaling. (Oriental Adventures (1e)) [b]Buso Tigbanua:[/b] ? [b]Buso Tigbanua, Getsu:[/b] ? [b]Buso Tigbanua, Splin:[/b] ? [b]Caarey Gelthik:[/b] See Ghoul Ghast, Caarey Gelthik. [b]Callicantzari:[/b] ? [b]Callicantzari Great Callicantzaros:[/b] ? [b]Captain Fu:[/b] See Undead Dwarven Samurai, Captain Fu. [b]Carl Ramm:[/b] See Mummy, Carl Ramm. [b]Cat Animal Mummy:[/b] See Mummy Animal Cat. [b]Catacano:[/b] See Vampire Catacano. [b]Cauldron of Doom Zombie:[/b] See Zombie Cauldron of Doom. [b]Celestial Stag:[/b] ? [b]Centaur Mummy:[/b] See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy. [b]Ch'ang-Kuei:[/b] See Vampire-Spectre Ch'ang-Kuei. [b]Ch'ing-Shih:[/b] See Vampire Ch'ing-Shih. [b]Ch'ing Shih:[/b] See Vampire Ch'ing Shih. [b]Champion Spirit:[/b] ? [b]Charchee:[/b] See Lich, Charchee. [b]Charity Bliss:[/b] See Vampire, Charity Bliss. [b]Chotogor:[/b] At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, (CC1 Creature Compendium) The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. (CC1 Creature Compendium) [b]Chu-U:[/b] See Ghost Chu-U. [b]Cleric 8:[/b] See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Cleric 8. [b]Coffer Corpse:[/b] These foul creatures of the undead class are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker. (Fiend Folio) Coffer corpses are the restless remains of those whose last interment wishes were not carried out. Usually, this occurs because expediency dictates the body be abandoned to avoid any unpleasant fate due to the burden (as might often happen during a plague). At other times, church elders may deny the corpse interment in sacred ground. In cases such as these, there is a 5% chance that the restless spirit of the dead person remains tied to the corpse, rising during the hours of darkness to wander the area of its abandonment in a hopeless search for rest, returning to its ”lair” at dawn. (Dragon 126) The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. (Dungeon 215) [b]Coffer Corpse, Wongas:[/b] This unusually powerful coffer corpse is the remains of the last High Priest of the Temple, Wongas by name. Unable to place himself in the chief crypt, not being able to get past the guardian there, he had his vault placed in this chamber. Before he could begin proper decoration of the sarcophagus, however, the last of the lesser priests and servants deserted the Temple. Eventually, Wongas stalked to his tomb alone, full of rage and hate and shame. The High Priest made his own corpse into a monster by force of hate and displeasure. The resulting coffer corpse is thus far stronger than that normally encountered. (WG4 The Forgotten Temple of Tharizdun (1e)) [b]Collected Matter Undead Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Collected Undead Matter Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Colossus:[/b] See Zombie Colossus. [b]Common Memedi:[/b] See Memedi Common [b]Con-Tinh:[/b] The con-tinh is an evil spirit creature. Legend and folklore maintain they are spirits of maidens who died before their time. (Oriental Adventures (1e)) [b]Conflagration of Collected Matter Undead:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Collected Undead Matter:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Matter Collected Undead:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Matter Undead Collected:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Undead Collected Matter:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Collected Undead Matter:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Conflagration of Undead Matter Collected:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Corpse Coffer:[/b] See Coffer Corpse. [b]Corpse of a Dwarf Mighty, Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Corpse of a Dwarven Ancient High Priest:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a Dwarven Ancient Priest High:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a Dwarven High Priest Ancient:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a Dwarven Priest High Ancient:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a High Priest Ancient Dwarven:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a High Priest Dwarven Ancient:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a Mighty Dwarf, Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Corpse of a Priest High Ancient Dwarven:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of a Priest High Dwarven Ancient:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of an Ancient Dwarven High Priest:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of an Ancient Dwarven Priest High:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of an Ancient High Priest Dwarven:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corpse of an Ancient Priest High Dwarven:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Corsair Ancient Lord:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Corsair Lord Ancient:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Count Strahd von Zarovich:[/b] See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr. [b]Crawling Claw:[/b] Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. (Lords of Darkness) Crawling Claws are said to have been the invention of the necromancer Nulathoe, who devised a series of spells whereby small parts of once-living bodies could be almost perfectly preserved, and (once animated) controlled. Nulathoe’s arts were too crude to be practical in controlling organs of any complexity, and at his death only their most useful application—the control of hands or paws—survived, through his two apprentices. (Dragon 32) Creation of a claw requires an intact human hand, or a claw (which must be from a creature existing entirely upon the Prime Material Plane), either freshly severed or in skeletal form. Creation is usually a cooperative effort, and is begun with application of Nulathoe's Ninemen (a 5th-level Magic-User spell involving the fresh blood of an animal of the same biological class as that of the claw and the destruction of a moonstone of not less than 77 gp value, which is powdered and sprinkled over the claw) or a similar spell researched by the magic user concerned. This serves to preserve the claw, protect it against decay and corrosion, and strengthen its joints with magical bonds. Within four turns after casting the Ninemen, an Animate Dead spell must be cast upon the claw. (Dragon 32) [b]Crawling Claw, Insidious Human Appendage:[/b] ? [b]Crawling Spectre:[/b] See Spectre Crawling. [b]Creature Deadly Mysterious:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Creature Mysterious Deadly:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Creature Strahd:[/b] See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd. [b]Crewman Undead:[/b] See Zombie Greater Crewman, Undead Crewman. [b]Crewman Zombie Greater:[/b] See Zombie Greater Crewman. [b]Crocodile Animal Mummy:[/b] See Mummy Animal Crocodile. [b]Crypt Guardian:[/b] See Mummy, Crypt Guardian. [b]Crypt Thing:[/b] The crypt thing is a specially created guardian of tombs fashioned from a skeleton inhabited by a creature summoned from the Plane of Limbo by a high-level cleric. (Dragon 126) [b]Cryptknight:[/b] It is a cryptknight, who, while helping to assassinate the Sheik, was killed at the exact moment the Tower became time-trapped. (I3-5 Desert of Desolation (1e)) Cryptknights are creatures that were time-trapped just as they died. Thus, they became trapped in their deaths. (I5 Lost Tomb of Martek (1e)) [b]Ctenmir:[/b] See Vampire, Ctenmir. [b]Cursed City Vision Business Transaction:[/b] ? [b]Cursed City Vision Elephant:[/b] ? [b]Cursed City Vision Lovers:[/b] ? [b]Cursed City Vision Passing Caravan:[/b] ? [b]Cursed City Vision Priest:[/b] ? [b]Cursed City Vision Thundering Chariot:[/b] ? [b]Curst:[/b] Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. (Lords of Darkness) [b]Cyclops Greater Undead:[/b] See Undead Cyclops Greater. [b]Cyclops Undead Greater:[/b] See Undead Cyclops Greater. [b]Daughter Ghost:[/b] See Ghost Daughter. [b]Dead:[/b] See Undead, The Dead. [b]Dead:[/b] See Zombie, The Dead. [b]Dead Wandering:[/b] See Zombie Shadow Stuff, Quick Zombie, Wandering Dead. [b]Deadly Creature Mysterious:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Deadly Mysterious Creature:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Death Keeper:[/b] This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living. (The Complete White Ship Campaign) [b]Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature:[/b] ? [b]Death Knight, Deathknight:[/b] The death knight - and there are only twelve of these dreadful creatures known to exist - is a horrifying form of lich created by a demon prince (it is thought Demogorgon) from a fallen human paladin. (Fiend Folio) Probably the rarest of undead, the death knight is the ultimate fate of a fallen human paladin or cavalier formerly, not less than 10th level. Bound to the demon prince Demogorgon. (Dragon 126) [b]Death Knight, Armored Man:[/b] ? [b]Death Knight, Duke Grave:[/b] ? [b]Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight:[/b] Soth was an ancient Lord Knight of Solamnia at Dargaard Keep. Through his own foolish acts he called a terrible doom upon himself and his associates, including his loyal Knights. (DL8 Dragons of War (1e)) While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e)) Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e)) The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e)) She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e)) Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e)) His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e)) Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e)) She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e)) The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e)) Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e)) Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e)) This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e)) If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e)) Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. (DL16 World of Krynn (1e)) Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e)) The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e)) Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e)) Lord Soth, a Knight of the Rose who ruled in the far northeast reaches of Solamnia at Dargaard Keep had, in fact, been warned by his elven wife of the calamity that was coming. (Dragonlance Adventures) But Soth had dark secrets to keep. He had wed the elf woman in secret though he was already married to a barren woman of human royalty. Having fathered a child by the elf woman. he then murdered his first wife and claimed that she died in childbirth. The child of the elf woman became his heir and he claimed the elf woman as his lawful wife. When warned of the impending doom of the world, Lord Soth rode forth with his loyal Knights behind him. Yet waiting for him along the way was a troop of elven clerical women who stopped him. They knew of his dark deeds and persuaded Soth to turn back in exchange for their silence. (Dragonlance Adventures) Soth turned back and the Cataclysm took place. The elf woman and his child were consumed in a terrible fire before Soth's very throne. He returned to the keep to find the image of their bodies burned into the stone. No rug would cover it without being consumed. No brush would remove its stain. (Dragonlance Adventures) Thus did Soth sit on his throne until he, too, died but even then the gods would not grant him relief from his torment. (Dragonlance Adventures) [b]Death Knight, Shan Nikkoleth:[/b] ? [b]Death Knight, St. Kargoth, King of the Death Knights:[/b] Kargoth was a great paladin, until he unleashed a demonic terror on the Prime Material Plane in a mad bargain for personal power. The grateful demon prince transformed Kargoth into the first and most powerful Death Knight. (Dragon 79) [b]Death Knight, Stan:[/b] ? [b]Death Watch:[/b] See Spectral Minion, Death Watch. [b]Deathknight:[/b] See Death Knight, Deathknight. [b]Deinonythus Dinosaur Skeleton:[/b] See Skeleton Deinonythus Dinosaur [b]Delartha:[/b] See Zombie Juju, Delartha. [b]Delzoun:[/b] ? [b]Demilich, Demi-Lich:[/b] Over centuries the lich form decays, and the evil soul roams strange planes unknown to even the wisest of sages. This remaining soul is a demilich. (Monster Manual II) Demi-lichdom is not a state that can be deliberately chosen or prepared for; why and how it occurs to some liches and not to others remains a mystery, although great strength of will and activity as a lich seems to make demi-lichdom more likely. Perhaps fell Lower Plane or divine powers are involved. Some liches consume larvae (see Monster Manual) on a regular basis rather than employing Nulathoe's Ninemen to maintain bodily vitality; some sages have advanced the hypothesis that a demi-lich's sentience originates with such creatures. (Lords of Darkness) A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. (S4: The Lost Caverns of Tsojcanth (1e)) Ultimately, its life force eventually wanes. The lich form decays and the evil soul roams strange planes unknown even to the wisest of sages. The remaining force is a demi-lich. "Demilich" is a misleading term, in that the hearer might believe With the former lich type that pursued immortality the bodily shell eventually becomes dust, leaving only the skull and a few bones intact while the soul wanders forth to other planes. Nevertheless, these remains apparently retain a form of sentience. The source of this sentience is debated. Some sages maintain that it originates with the lingering essences of larvae used to maintain the lich's existence, while others assert a psychic tie to the now-departed wizard or cleric. Whatever the case, the remaining form, referred to as a demilich, is perhaps even more dangerous than the original lich, possessing both energy- and soul-draining capacity along with a keening ability similar to that of a groaning spirit. (Dragon 126) The first manifestation of a disturbed demilich is that of an apparent wraith, which most often enjoys the energy-draining ability of that creature. A clue to the true nature of the monster can be gained by the fact that this wraith manifestation cannot be turned by a cleric otherwise able to overcome a traditional creature of that sort. This manifestation's sole purpose is to induce melee and spell attack, the latter of which has the effect of strengthening the creature (of course, a successful energy drain upon a character has the same effect). Eventually, the wraith manifestation gives way to that of a ghost – once again affording the same abilities of an actual creature of that sort. (It is said that the preferred mode of attack by this manifestation is to magic jar a group's magic-user, thereby utilizing the target's spells against his own party.) (Dragon 126) [b]Demi-Lich, Acererak:[/b] Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. (Return to the Tomb of Horrors) Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Prime Material Plane, and use of the SECOND KEY alerts the now demi-lich that he must be prepared to do battle in order to survive yet more centuries. (S1 Tomb of Horrors (1e)) [b]Demi-Lich Magic User 26, Shoon:[/b] ? [b]Detrinius Wands:[/b] See Lich Magic-User 20, Detrinius Wands. [b]Dinosaur Deinonythus Skeleton:[/b] See Skeleton Deinonythus Dinosaur [b]Dinosaur Greater Skeleton:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Dinosaur Skeleton Greater:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Disembodied Spirit, Galomohgen:[/b] ? [b]Djim:[/b] See Common Memedi Djim. [b]Djrangkong:[/b] See Memedi Common Djrangkong. [b]Dracolich, Night Dragon:[/b] A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon. (FR1 Waterdeep and the North) The traditional initial step in preparation for lichdom is the imbibing of a potion. The potion for dragons differs from that used by humans in both ingredients and effects –but, as with the latter, it must all be imbibed in one dose for it to work at all, and it does not always cause the desired effect. (Dragon 110) The ingredients are as follows: (Dragon 110) Two pinches of pure arsenic One pinch of belladonna One measure of fresh (less than 30 nights old) phase-spider venom (at least one pint) The blood (at least one quart) of a virgin of a demi-human individual, of a long-lived race (or, alternatively, a gallon of treant sap; this ingredient must have been drawn seven or less nights previously) The blood (at least one quart) of a vampire or a person infected with vampirism (this ingredient must have been drawn seven or less nights previously) One complete potion of evil dragon One complete potion of invulnerability The seven ingredients must be mixed control together in an inert vessel (such as one of stone) by the light of a full moon, adding the ingredients to the vessel in the order listed, stirring all the while with the blade of an undamaged, magically whole sword +2, dragon slayer (which may be of any alignment, and strikes for triple damage against any sort of dragon). It may be imbibed at any time thereafter; the mixture will only lose its efficacy if it is touched by direct sunlight while uncovered, or if it is mixed with other liquids. (Dragon 110) When such a potion is drunk by any sort of true dragon, it will have the following effects: (Dragon 110) Dice Result 01-46 Potion does not work. The dragon suffers 2-24 hp damage, is helpless with convulsions for 1-2 rounds, and loses any spells memorized. 47-66 Potion works. The dragon lapses into a coma for 1-4 rounds, and when it rouses knows that the potion has worked. 67-96 Dragon slain instantly, but potion works. If the “host” has been prepared, the dragon's spirit will go there and continue the process of becoming a dracolich. 97-00 Dragon slain instantly; potion does not work. A full wish is needed to restore dragon to life. (A wish to transform it to undead, dracolich status will cause another roll on this table, instantly.) If any creature other than a true dragon imbibes any portion of a dracolich potion, use the following table to determine the potion's effects: (Dragon 110) Dice Result 01-44 Painful death in 1-2 rounds. The victim shrieks and has convulsions. 45-67 The imbiber is dealt 3-36 hp damage, as the potion corrodes his internal tissues. 68-72 The imbiber is feebleminded and affected by a withering disease (treat as the “rotting disease” inflicted by a mummy). 73-80 The imbiber goes into a coma for 1-6 turns, and is driven insane (as per the DMG). 81-84 The imbiber goes into a coma for 1-6 turns, and upon awakening can speak all evil dragon tongues. 85-90 The imbiber goes into a coma for 1-6 turns, and thereafter nothing appears to occur. (DM's note: The imbiber has been rendered forever immune to vampirism, the disease. but can still be life-drained and physically damaged by any vampire(s) encountered.) 91-00 The imbiber goes into a coma for 1-6 turns, and nothing more occurs. No charm, aura reading, or similar spell or mental test will reveal that a dragon has successfully drunk such a potion. (Dragon 110) The Cult of the Dragon always prepares the dragon's “spirit-host” before administering the potion, in case the potion slays the dragon instantly. This host must be a solid item of not less than 2000 gp value that will resist decay (wood, for instance, is unsuitable) and was magically prepared. Gems are commonly used, particularly specimens of carbuncle and jet – although peridot, sard, ruby, and sometimes even fragile black pearls or obsidian have been employed. It is desirous that the host item be often close to corpses (as explained below); for this reason, such a gem is often set in a sword-hilt. The host first has enchant an item cast upon it (and must save vs. spell as though of the caster's level for this to be successful). If desired, glassteel can then be cast upon it, to protect the host, and then trap the soul must be cast upon it. Upon the speaking of the dragon's truename during the casting, the dragon will instantly lose 1 hp per hit die it currently possesses; these pass forever into the host. (The host should not have a maze spell cast on it; it is not a “Soulprison”.) The dragon will fall instantly into a coma for 1-4 days, and during this time its mind cannot be contacted or attacked by magic or psionics. Its mind is unreachable, as it's spirit flits back and forth constantly between the host and its dragon body. (Any spells memorized by the dragon at the time trap the soul was cast are lost.) (Dragon 110) If the dragon dies or is slain at any time after this, and it has before death imbibed the aforementioned potion, its spirit will go into the host, regardless of the distance between dragon body and host (which can even be on different planes of existence) or the presence of prismatic spheres, lead boxes, cubes of force, or similar obstacles. At this time, the host will levitate for 1-6 rounds, rising two or three inches upward. (Dragon 110) Cult mages (or any other mage wishing to aid a dragon in attaining lichdom) must then provide a reptilian corpse, ideally that of a dragon or related creature. The body of an ice lizard, firedrake, wyvern, or fire lizard is ideal; that of a dragonne, dragon turtle, or dracolisk has only a small chance of successful use by the dragon's spirit. The corpse of a pseudo-dragon, pterandon, or other non-draconian creature is extremely unlikely to work. The body must be freshly killed (or, at least, dead within the period of the current moon, or 30 days), and within 90' of the host. The mage must then touch the host, cast a magic jar spell that includes the true name of the dragon, and then touch the corpse. In effect, the mage carries the dragon's spirit from host to corpse within his or her own body. (Dragon 110) The corpse must fail a save vs. spell for the dragon's spirit to successfully possess it; if it saves, it will never accept the spirit. For this saving throw, the corpse is treated as a fighter of the same level as the dragon had hit dice when alive, with the following modifiers (any that apply) to the roll: (Dragon 110) -4 if the corpse is of the same alignment as the dragon -4 if the corpse is that of a true dragon (any type) -3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard -1 if the corpse is that of a dracolisk, dragonne, pterandon, or dragon turtle +3 if the corpse is that of a nonreptile (i.e., not a lizard man, snake, ophidian, or the like) -10 if the corpse is the dragon's own former body (which can be dead any length of time) If the dragon's spirit cannot enter the body, it will take over the magic-user's own body, unless the magic-user returns it to the host by touching the host again within 2-12 rounds. It can remain in the host for any length of time without harm – unless the host is itself destroyed. (Dragon 110) If the corpse accepts the dragon's spirit, it becomes animated by the spirit, and has the dragon's own mind and its dracolich immunities (see below). It will be telepathic if the dragon could speak in life, but unless it is the dragon's own former body, cannot speak. and therefore cannot cast spells with verbal components. (If your campaign rules dictate that dragons must use their forepaws to manipulate material and somatic components, then the dracolich may meet further difficulties if the corpse has no usable forepaws.) It can learn spells if they are available to be memorized, until its roster is full, whereupon it can never learn spells again. If the Cult of the Dragon is involved, the Cult will see that powerful and useful magics are learned. (Dragon 110) The “proto-dracolich” has but one goal: If it is not itself the body of the dragon, it hungers for the original body, and will seek out and devour that corpse. (For this reason, Cult members favor using the dragon's own body – i.e., keeping the host near it – or else providing corpses with wings, to make any journey to the original body as rapid and easy as possible.) The dragon's spirit can sense the direction and distance of its own former body, regardless of distance (although it cannot pass without aid to another plane of existence to reach it), and will tirelessly seek it out, not needing other meals for sustenance, nor rest. (Dragon 110) If the dragon's own body has been burned or dismembered, the proto-dracolich need only devour the ashes or pieces. Total destruction of the dragon's body is possible only through use of a disintegrate spell (the body gets a normal save vs. the spell). If a Cult mage or other magic-user casts a limited (or full) wish, the body can be reincorporated if it was disintegrated on the Positive, Negative, or Prime Material Plane, as long as the wish is cast in the same plane as that disintegration occurred. Typically, various teeth and organs of a dragon are carried off by magic-users, alchemists, or adventurers wishing to sell such remains to mages or alchemists, and the proto-dracolich need only wait until such individuals are asleep or engaged in other activity (such as combat or spellcasting) to seize and devour the parts. (Dragon 110) Only 10% or so of the body must be so devoured for the proto-dracolich to achieve its aim (it will know when this has occurred). Thereafter, within seven days, the proto-dracolich will metamorphose into a body resembling the dragon's original body in life – able to speak, cast spells, and employ the breath weapon just as the dragon could when it was alive. (If the dracolich possesses its own former body, it regains speech and the use of its breath weapon within seven days of possession.) It is then a dracolich. (Dragon 110) A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon. (Dragon 110) [b]Dracula:[/b] See Vampire, Dracula, Vlad Tepes. [b]Drago Shenza:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Dragotha:[/b] Dragotha had made plans before his death to insure that he lived forever. He had contacted an unknown deity of death who, for personal reasons, agreed to restore “life” to Dragotha.s body when Dragotha died. The deity restored Dragotha, but instead of renewed life, Dragotha was placed in an eternal cursed state resembling lichdom. (Dragon 134) [b]Drakanman:[/b] Sometimes Dragotha wishes to use his opponents to serve his needs. In this case, he uses his most powerful breath weapon: his dreaded death wind. This wind of negative energy causes all beings within range to save vs. breath weapon or die; slain humans, demihumans, humanoids, and giantkind are then transformed into undead warriors who serve their slayer. A person changed by Dragotha into an undead warrior is known in legend as a drakanman. (Dragon 134) [b]Draugr:[/b] Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. (CC1 Creature Compendium) [b]Dread Warrior:[/b] Dread Warriors are like zombies, but they must be created just after death and they still retain some small intelligence-enough to carry out unimaginative orders. (FR6 Dreams of the Red Wizards) A Dread Warrior must be created from the body of a fighter, who retains some of his fighting skill. (FR6 Dreams of the Red Wizards) [i]Animate Dread Warrior of Tam[/i] spell. (FR6 Dreams of the Red Wizards) [b]Drelnza:[/b] See Vampire Fighter 13, Drelnza. [b]Drow Vampire:[/b] See Vampire Drow Vampire. [b]Dry Bones:[/b] See Skeleton Dry Bones. [b]du Plumette, Aerial:[/b] See Ghost, Prince Aerial du Plumette. [b]Duke Grave:[/b] See Death Knight, Duke Grave. [b]Duncan, Kelly:[/b] See Groaning Spirit, Kelly Duncan. [b]Dust Specter, Dust Spectre:[/b] ? [b]Dust Spectre:[/b] See Dust Specter, Dust Spectre. [b]Dwarf Mighty Corpse of a, Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Dwarf Skeleton:[/b] See Skeleton Dwarf. [b]Dwarven Ancient High Priest Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Dwarven Ancient Priest High Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Dwarven High Priest Ancient Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Dwarven Priest High Ancient Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Dwarven Priest Zombie:[/b] See Zombie Dwarven Priest. [b]Dwarven Samurai Undead:[/b] See Undead Dwarven Samurai. [b]Dwarven Undead Samurai:[/b] See Undead Dwarven Samurai. [b]Dwarven Zombie Priest:[/b] See Zombie Dwarven Priest. [b]Earth Ochimo:[/b] See Ochimo Earth. [b]Eastern Vampire:[/b] See Vampire Eastern. [b]Eater of the Dead:[/b] See Ghoul, Eater of the Dead. [b]Edgerton, Karen:[/b] See Wight, Karen Edgerton. [b]Ekimmu:[/b] See Vampire Ekimmu. [b]Elite Guard Jack:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Elite Jack Guard:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Ellen Stinworthy:[/b] See Mummy, Ellen Stinworthy. [b]Emma Kelley:[/b] See Vampire, Emma Kelley. [b]Emory Maus:[/b] See Wight, Emory Maus. [b]Endorovitch the Terrible:[/b] See Spectre, Endorovitch the Terrible. [b]'Enhanced' Skeleton:[/b] See Skeleton 'Enhanced'. [b]Enhanced Brainless Zombie:[/b] See Zombie Brainless Enhanced. [b]Enhanced Zombie Brainless:[/b] See Zombie Brainless Enhanced. [b]Esterbridge, Arlie:[/b] See Vampire, Arlie Esterbridge. [b]Estmore, Jerimy:[/b] See Wight, Jerimy Estmore. [b]Ethereal Mummy:[/b] See Mummy Ethereal. [b]Ettin Undead:[/b] See Undead Ettin. [b]Eye of Fear and Flame:[/b] This odd creature is the corrupt result of a lawful evil cleric who sought (and failed) to achieve immortality or lichdom. Seized by Orcus for its presumption, the accursed creature is bound to seek out lawful characters to corrupt through evil and chaotic deeds. (Dragon 126) [b]Fallen Patron, Lord Drago Shenza:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Female Vampiric Lizard Man:[/b] See Vampire Vampiric Lizard Man Female. [b]Fetch:[/b] ? [b]Fighter Formidable:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Figure:[/b] See Zombie White Ship, Figure. [b]Figure Shadowy:[/b] See Zombie Brainless Enhanced, Shadowy Figure. [b]Fire Ghost, Fire Spirit:[/b] ? [b]Fire Giant Skeleton:[/b] See Skeleton Fire Giant. [b]Fire Giant Zombie:[/b] See Zombie Fire Giant. [b]Fire Ochimo:[/b] See Ochimo Fire. [b]Fire Spirit:[/b] See Fire Ghost, Fire Spirit. [b]Flailing Spirit:[/b] See Spirit Flailing. [b]Flying Spirit:[/b] ? [b]Folie, Yettergun:[/b] See Spectre, Yettergun Folie. [b]Formidable Fighter:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Fu:[/b] See Undead Dwarven Samurai, Captain Fu. [b]Fungi-Encrusted Intelligent Skeleton:[/b] See Skeleton Fungi-Encrusted Intelligent Skeleton. [b]Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit:[/b] The gaki (or more properly the nin-chu-ju-gaki) are the spirits of the wicked, returned to the Prime Material Plane in the form of horrid monsters as punishment for their sins. The nature of the crimes committed in his life determines the type of gaki the spirit returns as. (Oriental Adventures (1e)) [b]Gaki Jiki-Ketsu-Gaki:[/b] ? [b]Gaki Jiki-Niku-Gaki:[/b] ? [b]Gaki Shikki-Gaki, Ito Murasame:[/b] ? [b]Gaki Shinen-Gaki:[/b] ? [b]Galley Beggar:[/b] ? [b]Galomohgen:[/b] See Disembodied Spirit, Galomohgen. [b]Gamrad Longlimb:[/b] See Revenant, Gamrad Longlimb. [b]Geam Welstap:[/b] See Wraith, Geam Welstap. [b]Gelthik, Caarey:[/b] See Ghoul Ghast, Caarey Gelthik. [b]Gem Eyes:[/b] See Skeleton Gem Eyes. [b]General Nashram Sharboneth:[/b] See Ghost, General Nashram Sharboneth. [b]Genndruwo:[/b] See Memedi Genndruwo. [b]Gesges:[/b] See Ghost Gesges. [b]Getsu:[/b] See Buso Tigbanua, Getsu. [b]Ghast:[/b] See Ghoul Ghast. [b]Ghastling, Badder:[/b] See Ghoul Ghast, Badder Ghastling. [b]Ghost:[/b] Ghosts are the spirits of evil humans who were so awful in their badness that they have been rewarded (or perhaps cursed) by being given undead status. (Monster Manual) Now true ghosts almost always began as powerful humans who during life possessed both an evil disposition and a powerful will. How exactly such a person actually does become a ghost remains a mystery, but one recurrent factor seems to be that their passing from life is marked by great anger or hatred. (Lords of Darkness) Whether or not this ultimately results in the spirit's being unable to rest, or whether the departed “earns” Its status as a result of its earthly misdeeds isn't really known, and perhaps both likelihoods are possible. (Lords of Darkness) Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e)) Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e)) The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e)) When the spirit from a summon ancestor spell appears, the summoner must make a Wisdom Ability Check to control it; otherwise the spirit becomes an uncontrolled ghost and immediately attacks all living beings around it. (FR5 The Savage Frontier (1e)) The hall is haunted by four ghosts, tragic lovers who caused each other's deaths. (FR5 The Savage Frontier (1e)) This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e)) The ghost of an ancient ancestor of the Ho clan is seen in Ausa. He was executed by the Shou troops who put down their revolt hundreds of years ago, yet he had no part in the rebellion. He was an honorable man and mourns his lost name. (Kara-Tur: The Eastern Realms (1e)) Todaijo is the northerly port city on Sora Bay in Kanahanto Province that was once the stronghold of Prince Miki. Miki was killed and his city destroyed by korobokuru in 2/45 (105). However, Todaijo was rebuilt over time, and remains a center of trade for the far north of Shinkoku. (Kara-Tur: The Eastern Realms (1e)) Todaijo is a city haunted by ghosts and uneasy spirits. Its inhabitants have learned to live with this, and simply avoid certain buildings haunted by those who died violently at the hands of korobokuru.(Kara-Tur: The Eastern Realms (1e)) Aside from a few creatures that have wandered in, most of the spirits here are bound by the ancient curse on the castle. The ghosts can be defeated by various means, but unless they are permanently laid to rest by specified means, they return to haunt the castle the following night. The spirits of any slain characters whose bodies are abandoned on the island join the ghosts and may be encountered in later adventures. (OA2 Night of the Seven Swords (1e)) This lost spirit cannot know final rest until he possesses his prayer beads. He was overcome by the Porter at 15, who threw his body down the well (9) after stripping it of all its symbols of faith. The body was swallowed by the giant carp. (OA2 Night of the Seven Swords (1e)) A kindly maiden haunts the willow. She grieved at the clan’s loss of honor when they slew a messenger from the Sun Temple. Her spirit can not rest until the body of the messenger is given a proper burial. (OA2 Night of the Seven Swords (1e)) All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (S1 Tomb of Horrors (1e)) If the place of the demi-lich is entered, its dust swirls into the air and forms a man-like shape. The demi-lich can never be turned, in any of its manifestations. If the dust-form is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not cause harm. (S4: The Lost Caverns of Tsojcanth (1e)) Attacks on the dust-shape only strengthen it. Once attacked, the dust-form might (75%) immediately gain the powers of a wraith. Further attacks give the creature additional hit points. Although it is unhurt by blows or spells, it will waver and fall back as if hurt, all the while gaining hit points. It begins with 1 hit point, and gains 1 hit point for each physical attack against it, plus hit points equal to the level of any spell used against it (Le., a third level spell gives it 3 hit points). If 50 hit points are gained, the dust-shape will form itself into a ghost (50 hp) controlled by the spirit of the demi-lich. The ghost will attack immediately. (S4: The Lost Caverns of Tsojcanth (1e)) This section of Re1 Mord was a crowded area of commoners' residences until a fire destroyed most of it in 1152 O.R. More than 500 persons died in the smoke and flames. After the fire, clean-up crews complained of hauntings and strange occurrences, and the area was abandoned. (WG8 Fate of Istus (1e/2e)) This ghost is the spirit of an evil-worshiper who kept her nature secret. She's been disturbed from her slumbers by the activities of Mordel. (WG8 Fate of Istus (1e/2e)) Ghosts are the spirits of humans whose passing from life was marked by great anger or hatred. Because of this, the spirit of the departed becomes tied to a certain area usually the place at which it died bemoaning the fact of its death or inability to seek revenge. (Dragon 126) The ghost is the sentient soul of a now-dead, evil creature. (Dragon 126) Eventually, the wraith manifestation of a disturbed demilich gives way to that of a ghost. (Dragon 126) All that remains now of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e., a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak. (Return to the Tomb of Horrors) The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront. (Dungeon 215) [i]Ghost Production[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Ghost, Al-Dolak:[/b] If given the chance, the ghost will explain that he was Al-Dolak, the once-great Captain of the guard. He was involved in the assassination plot against the Sheik, but had only a cowards role to play. He assembled the guards for inspection just as the assassins were attacking the Sheik. Now he must stay here, looking upon their noble faces. (I3-5 Desert of Desolation (1e)) The ghost will speak, one round after appearing, explaining that he was AI-Dolak, the once great captain of the guard. He was involved in the assassination plot against the sheik, but had only a coward’s role to play. He assembled the guards for inspection just as the assassins were attacking the sheik. Now he must stay here forever, looking upon the noble faces of the once-honored guard. (I5 Lost Tomb of Martek (1e)) [b]Ghost, Amun-Re:[/b] “In death my spirit gleefully approached my pyramid, but Osiris stopped my spirit from entering that tomb, for, said he, 'Your monument to life was to be the benefit you brought to the people under your stewardship, not this edifice of stone. As you Looked only to your death in life, so shall you look only to your life in death. I am bound to fulfill your curse, for you have called it down with the power in my name. But I do curse you Amun-Re, that you shall not enter this tomb where are the implements of your voyage to heaven, until some mortal soul does despoil this place, taking your staff of ruling and the star gem of Mo-Pelar from your theft-proof tomb.'” (I3 Pharoah (1e)) [b]Ghost, General Nashram Sharboneth:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e)) [b]Ghost, Heimwell the Haughty:[/b] ? [b]Ghost, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Ghost, Lady Godefroy:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e)) Slain by her husband. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Ghost, Melvin:[/b] The apparition is the ghost of Melvin, an evil human who in life delighted in stopping up sinks and toilets, causing much embarrassment and suffering to those who followed him in using the bathroom. He also enjoyed overflowing the bathtub and switching the cold and hot water knobs in the shower. Such were the extent of his evil deeds that in death he was consigned to wander the sewers, carrying a phantom pipe wrench and forever searching for leaks, to atone for his evil acts. (WG7 Castle Greyhawk (1e)) [b]Ghost, Old Man of Pursai:[/b] ? [b]Ghost, Prince Aerial du Plumette:[/b] Ariel was a terrible man, who sacrificed more than himself in his quest for wings. (I6 Ravenloft) [b]Ghost, Prince Alemander V:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. (FR3 Empires of the Sands (1e)) [b]Ghost, Samon:[/b] About halfway on the Hayatoge Road is where the wandering shukenja Samon met his end nearly 2,000 years ago. While on a religious retreat, Samon betrayed his vows and courted and married a beautiful peasant girl. When he awoke the next morning, he found a great serpent coiled next to him, the true form of his bride. Horrified, he ran off into the mountains. His spirit is still occasionally seen by evening travelers. (Kara-Tur: The Eastern Realms (1e)) [b]Ghost, Sanai:[/b] ? [b]Ghost Chu-U:[/b] The chu-u were neither virtuous enough to pass the judges examinations nor malevolent enough to merit additional sentencing. (Kara-Tur: The Eastern Realms (1e)) [b]Ghost Daughter, Lady Reumyo:[/b] See Ghost Daughter, Tortured Ghost, Lady Reumyo. [b]Ghost Daughter, Lady Sinoah:[/b] Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost. (The Complete White Ship Campaign) [b]Ghost Daughter, Tortured Ghost, Lady Reumyo:[/b] Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber. (The Complete White Ship Campaign) [b]Ghost Eye Zombie:[/b] See Zombie Ghost Eye. [b]Ghost Fighter:[/b] ? [b]Ghost Gesges:[/b] Ghosts of unborn children whose mothers die in pregnancy. (Dragon 29) [b]Ghost Giant Crab:[/b] ? [b]Ghost Hungry:[/b] See Gaki, Hungry Ghost. [b]Ghost Korean Water:[/b] ? [b]Ghost Lesser, Spirit:[/b] They're merely restless spirits whose passing on to the next world is prevented for a number of reasons: For instance, the person may have died with an urgent need to pass on an important message to someone or accomplish some sort of unfinished task. Thus, it remains on the Prime Material Plane, unable to rest until the message is delivered or the task completed. In another case, the lesser ghost may, as true ghosts, be angered over its betrayal and murder in life, and the creature cannot rest until the one who committed the crime against it is properly punished. (Lords of Darkness) A lesser ghost might also, through its own misbehavior in life, find itself bound to an unhappy existence between worlds until it finds some sort of way to atone for its deeds. Lastly, the relatively weak spirit might remain under the domination of a greater ghost, free from obeying it, but tormented and unable to rest until the creature is destroyed. (Lords of Darkness) [b]Ghost Lesser, Lady Samantha:[/b] Despised by Lady Samantha, who spurned his offer to remain mistress of the estate if she would submit to him, the mage finally locked the damsel in this tower room until such time as she would change her mind. Resistant to the end, she eventually starved to death here. (Lords of Darkness) [b]Ghost of the Tower Botanist:[/b] See Groaning Spirit, Ghost of the Tower Botanist. [b]Ghost Permanent Haunt, Otomo Tahiro:[/b] The old man is Otomo Tahiro, a 3d level shukenja who entered the caverns two months ago intending to rid the area of its evil forces. Although his intentions were noble, Tahiro’s mission was hopeless; the forces in the caverns were much too powerful. (OA2 Night of the Seven Swords (1e)) He was ultimately captured by the wu jen who resides in area 26. The wu jen cruelly used a burning paint to inscribe the fates of other clan members on the shukenja’s body. Not only can the damage not be cured, but it proves fatal in a short time. Tahiro has been kept prisoner in this pit, subsisting on the insects and vermin that find their way in. For the first three months, Tahiro was regularly brought back to the wu jen, but as his physical condition worsened, the wu jen lost interest, and Tahiro has been left alone since then. His mind is virtually gone and he is near death. (OA2 Night of the Seven Swords (1e)) As long as the characters remain outside the pit, Tahiro believes he is about to be tortured again and continues to babble, “Not again! Please! Just kill me!” regardless of what the characters say. (OA2 Night of the Seven Swords (1e)) If any of the party members enters the pit and comes within five feet of him, Tahiro stops babbling and stares at the character. As he recognizes that the characters are not his tormentors, he babbles, “You must leave! This is an evil place! You must leave!” (OA2 Night of the Seven Swords (1e)) If the PCs attempt to question him, they find that he is all but incoherent. He knows his name but little else and to most questions he shakes his head slowly from side to side and mutters, “I don’t know....” If asked what happened to him or how he got there, he babbles, “Not again! Please! Just kill me!” (OA2 Night of the Seven Swords (1e)) If asked about the relics, an expression of sheer terror crosses his face, and he gasps, “The creature...the creature...” (OA2 Night of the Seven Swords (1e)) Tahiro raises his arm and gestures, causing an image of shimmering pink light to appear in the pit. It is an octopoid apparition with seven wriggling tentacles. Each tentacle holds a razor-edged katana. The creature is hovering in a cloud of red mist which gradually envelops it. The creature begins to cackle as it is swallowed in the mist, and the image fades. (OA2 Night of the Seven Swords (1e)) This final effort proves to be too much for the old man who dies immediately. Attempts to prevent his death (or to raise him after his death) fail; his Constitution is reduced to zero. (OA2 Night of the Seven Swords (1e)) (If the players insist on taking Tahiro with them, the DM should remind them that he is unlikely to get far in this condition.) (OA2 Night of the Seven Swords (1e)) If his body is abandoned here, Tahiro becomes a permanent haunt and remains in this area until struck by a silver weapon (a fact his ghost does not know). (OA2 Night of the Seven Swords (1e)) [b]Ghost Ship of Hidegari Iegusa:[/b] Boats navigating the Sea of the Long Morning are sometimes greeted with the eerie sight of the ghost ship of Hidegari slowly making its way along the coastline. About 500 years ago, the legendary seaman Hidegari Iegusa engaged in a fierce battle with a fleet of warships from Kozakura. The battle went against Hidegari, and with his sails ablaze and his crewmen dead, his ship vanished into a sudden fog. The ghost ship is recognizable by its glowing hull and sails of flame. (Kara-Tur: The Eastern Realms (1e)) [b]Ghost Thief:[/b] ? [b]Ghost Tortured, Lady Reumyo:[/b] See Ghost Daughter, Tortured Ghost, Lady Reumyo. [b]Ghost Water Korean:[/b] See Ghost Korean Water. [b]Ghost Witch-Ghost:[/b] ? [b]Ghost Wizard, Hieronymous Bosco:[/b] A year or so ago, Hieronymous Bosco, a powerful wizard dwelling outside the port of Ravens Bluff, died a victim, some say, of his unholy experiments.(Lords of Darkness) And it is perhaps fitting that the mage met his own duplicitous end through the hand of his equally ambitious apprentice. (Lords of Darkness) The wizard's web-covered and bloodstained bed lies against the northern wall next to an empty wardrobe. Still lying upon the floor, where it fell from his grasp, is the goblet once holding the poisoned wine that was his undoing. (Lords of Darkness) Even as his master convulsed in agony, his ambitious chief apprentice entered the room and plunged a dagger into his heart, ending the wizard's life. (Lords of Darkness) Angered at having been lied to, Sir John intended to denounce the mage and hand him over to the local authorities. But Hieronymous learned of this, and with the help of a disreputable stable hand, arranged for the death of his employer while Brother Frederick was absent. The estate then passed into the hands of Lady Samantha, Sir John's daughter. (Lords of Darkness) Lacking the funds to manage the estate (which the mage had stolen and hidden), Lady Samantha was forced to accept the wizard's offer to fund the manor's continued operation in return for being allowed to stay on as seneschal. Brother Frederick eventually returned, confronting the wizard, and was slain in his own chapel. With no one left to oppose him, the mage now forced his attentions on Lady Samantha, hoping to wed her. Defiantly, she spurned him, and was locked in a tower, where she starved to death. The mage then spread the tale she had sold the manor to him and departed. Not long afterward, Hieronymous met his own end at the hands of an ambitious apprentice. Although buried elsewhere, his spirit was cursed to haunt the manor where he had caused so much trouble to so many. (Lords of Darkness) [b]Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier:[/b] ? [b]Ghostly Apparition, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Ghostly Deer:[/b] ? [b]Ghostly Defender:[/b] A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. (FR5 The Savage Frontier (1e)) [b]Ghostly Ferry-Man:[/b] ? [b]Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena:[/b] Most these phenomena are of evil nature and are generated from the forces present in the caverns. Some, however, emanate from sources which are not strictly evil. Laying tortured spirits to rest stops the phenomena associated with them. (OA2 Night of the Seven Swords (1e)) [b]Ghostly Mob:[/b] ? [b]Ghostly Phenomena:[/b] See Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena. [b]Ghostly Wife:[/b] ? [b]Ghostly Wife, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Ghostship:[/b] ? [b]Ghoul, Eater of the Dead:[/b] Any human killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). (Monster Manual) A Nabassu's death stealing requires the victim to save vs. death magic or become a ghast (or a ghoul if the victim is demihuman or humanoid). (Monster Manual II) Ghouls were once evil humans who preyed upon others in life and who died unblessed. (Lords of Darkness) Victims who are killed by ghouls become ghouls themselves if they are not blessed before being buried. (Lords of Darkness) The ghoul is a human or demi-human who has risen from the grave to feed on human and other corpses. Some ghouls are self-made. In life, they were human predators who fed off the ill fortune of their fellow men. Their lives ended, yet their evil survived. Dying unblessed and buried unsanctified, they are cursed to continue feeding as ghouls. (Lords of Darkness) Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. (Lords of Darkness) The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e)) "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e)) “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e)) Viewing Richard Upton Pickman’s painting “The Lesson” (“A circle of nameless dog-like things in a churchyard teach a small child how to feed like themselves.“) Unless a save versus spells is made, the player character is changed into a ghoul. (Dragon 36) Ghouls are the cursed remains of overwhelmingly evil humans who took advantage of and fed off of mankind during life, and so are bound to feed off humanity (literally) after death. Upon the passing of such an evil person, if proper spells and precautions are not observed (i.e., burial and bless spells), there is a 5% chance such a person will later rise as a ghoul, placing the community at large at great risk. Those among the living who fall prey to ghouls become as these undead – despoilers of the dead. (Dragon 126) Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126) In some myths, ghouls return from the dead and drink blood besides eating flesh. (Dragon 138) In this sarcophagus is a witch doctor who was less than entirely devout in his service of Maglubiyet; his transgressions were not too serious, so he was only cursed to be a ghoul rather than be sentenced to eternal torture. (Dungeon 1) The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls. (Dungeon 215) The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb. (The Complete White Ship Campaign) [i]Unlife[/i] spell. (Lords of Darkness) [b]Ghoul, Amazonian Ghoul:[/b] ? [b]Ghoul, Melgaster:[/b] ? [b]Ghoul, Richard Upton Pickman, King of the Ghouls:[/b] When Pickman grew weary of this world, he disappeared through one of the many tunnels the ghouls had dug under New England. Journeying deeper and deeper into the black, dank burrow, Pickman eventually crossed through the Gate of Deeper Slumber, into the Realm of Dream. He joined the ghouls in their lairs, slowly devolving into a ghoul himself, though he retains more human features and mannerisms than is normal among ghouls. (Dragon 36) [b]Ghoul, Rugen Phimister:[/b] Rugen Phimister was (or still is, as he sees it) a tax collector for a local lord. While alive, he overcharged the tax, pocketing the extra money, but more often than not, he cheated his lord. Rugen loved his gold, yet he loved what gold could buy for him just as much, if not more. He owned a fine villa, fine clothing, and of all things, he ate well. To him, it seemed that he could never eat enough. In life, he was corpulent, grossly fat. (Lords of Darkness) Yet all Rugen Phimister's ill-gotten wealth could not save him. While collecting taxes in a small, remote town, the strain of his extra weight overtaxed his heart, and he died. The dutiful townsfolk notified their lord of the tax collector's demise (and sent along what money Rugen had on him, along with his record book), and then buried the fat corpse in their burial grounds, in a mass grave, along with a handful of plague victims and two bandits who had been executed the same day, unblessed and without ceremony. (Lords of Darkness) For most men, this would be the end of their tale, but not Rugen. An appetite like his could survive even death. When he awoke, there was enough to satisfy his hunger . . . at least for the time being. (Lords of Darkness) [b]Ghoul, Wexelar:[/b] “I knew that man,” Amelior said, scratching at new-healed flesh on his shoulder. “Well, I knew him when he lived and was a man. He was Wexelar, the moneylender. My father said he cheated folk of their livelihood. I think my father owed him a great deal of money. Wexelar died suddenly of the 'plexy. I remember watching as they dumped his body in the earth. The old tale must be true then, that ghouls were once evil humans who preyed upon others in life and who died unblessed.” (Lords of Darkness) [b]Ghoul Amazonian:[/b] See Ghoul, Amazonian Ghoul. [b]Ghoul Aquatic:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Ghoul Baka:[/b] The corpse which forms a baka belonged to a member of a secret magical society that practices ritual cannibalism. The cannibalism is believed to give the eaters magical powers and is a form of necromancy. (Dragon 138) While a baka has to be animated like a zombie, the baka is no mindless slave. In the realms of death, the dead person has merged with certain evil spirits and now has their powers. (Dragon 138) Baka are the animated undead corpses of members of a secret cannibalistic society. (Dragon 138) [b]Ghoul Ghast:[/b] Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. (Monster Manual) A Nabassu's death stealing requires the victim to save vs. death magic or become a ghast (or a ghoul if the victim is demihuman or humanoid). (Monster Manual II) Ghasts are ghouls who have wandered or been taken into the Abyss and gained superior powers due to exposure to the intense evil there. (Lords of Darkness) Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. (Lords of Darkness) The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e)) Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches. (FR5 The Savage Frontier (1e)) The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e)) Nabassu Death Stealing power. (WG7 Castle Greyhawk (1e)) A ghast is a ghoul which, through continued exposure to the magical forces of the Abyss, gains superior abilities and powers. (Dragon 126) A character slain by a ghast later arises as a ghast under the control of its slayer. (Dragon 126) Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126) [i]Ghast Production[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Ghoul Ghast, Badder Ghastling:[/b] ? [b]Ghoul Ghast, Caarey Gelthik:[/b] ? [b]Ghoul Ghast, Natterly Knutnor:[/b] ? [b]Ghoul Ghast, Rugen Phimister:[/b] Rugen the ghoul soon became Rugen the ghast. Captured by demons, he served as a “hound,” or hunting beast, for demons of the Abyss. (Lords of Darkness) [b]Ghoul Ghula:[/b] ? [b]Ghoul Jungle-Ghoul:[/b] ? [b]Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul:[/b] The lacedon is a marine form of the ghoul. It conforms in all other respects to ghouls. (Monster Manual) The Opawang’s failed experiments. (OA3 Ochimo The Spirit Warrior (1e)) The lacedon, or water ghoul, is the unhappy fate of certain pirates and corsairs. (Dragon 126) [b]Ghoul Marine:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Ghoul Spirit-Ghoul:[/b] A spirit-ghoul is a type of ghoul which is actually some poor unfortunate victim possessed by an evil entity. The entity warps the physical appearance of the person so that the individual looks like a ghoul. (Dragon 138) [b]Ghoul Water:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Ghoulstirge:[/b] ? [b]Giant Bach:[/b] See Bach Giant. [b]Giant Crab Ghost:[/b] See Ghost Giant Crab. [b]Giant Two-Headed With Rotting Flesh:[/b] See Undead Ettin, Two-Headed Giant With Rotting Flesh. [b]Giant With Rotting Flesh Two-Headed:[/b] See Undead Ettin, Two-Headed Giant With Rotting Flesh. [b]Giant Zombie:[/b] See Zombie Giant. [b]Gisela:[/b] See Groaning Spirit, Gisela. [b]Githyannki Lich-Queen:[/b] See Lich, Vlaakith, Githyannki Lich-Queen. [b]Glassy Eyed Guard Jack:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Glassy Eyed Jack Guard:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Goat Demon:[/b] ? [b]Goblin Skeleton:[/b] See Skeleton Goblin. [b]Goburu Ichi:[/b] See Kuei Shukenja 5, Goburu Ichi. [b]God of Lankhmar:[/b] Ancient mummified skeletons sustaining themselves through the use of mighty magics. (Legends and Lore) [b]Godefroy, Lady:[/b] See Ghost, Lady Godefroy. [b]Godefry, Lord:[/b] See Haunt, Lord Godefry. [b]Godefry, Penelope:[/b] See Haunt, Penelope Godefry. [b]Grave:[/b] See Death Knight, Duke Grave. [b]Grayswit, Molly:[/b] See Vampire, Molly Grayswit. [b]Great Callicantzaros:[/b] See Callicantzari Great Callicantzaros. [b]Great Monstrosity Undead:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Great Undead Monstrosity:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Great Vrykolakas:[/b] See Vampire Vrykolakas Great Vrykolakas. [b]Great Wight:[/b] See Wight Great. [b]Greater Colossus:[/b] See Zombie Colossus Greater. [b]Greater Cyclops Undead:[/b] See Undead Cyclops Greater. [b]Greater Dinosaur Skeleton:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Greater Mummy:[/b] See Mummy Greater. [b]Greater Poltergeist:[/b] See Poltergeist Greater. [b]Greater Skeleton:[/b] See Skeleton Greater. [b]Greater Skeleton Dinosaur:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Greater Undead:[/b] The “natural” creation of greater undead seems related to strength of purpose and character. (Lords of Darkness) [b]Greater Undead Cyclops:[/b] See Undead Cyclops Greater. [b]Greater Vampire:[/b] See Vampire Greater. [b]Greater Zombie:[/b] See Zombie Greater. [b]Greater Zombie:[/b] See Zombie Giant, Greater Zombie. [b]Groaning Spirit, Banshee:[/b] The groaning spirit, or banshee, is the spirit of an evil female elf - a very rare thing indeed. (Monster Manual) This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow. (Monster Manual) This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. Her spirit has become a groaning spirit that lives in this room. (I3-5 Desert of Desolation (1e)) This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. (I5 Lost Tomb of Martek (1e)) [b]Groaning Spirit, Marantha:[/b] ? [b]Groaning Spirit, Gisela:[/b] ? [b]Groaning Spirit, Ghost of the Tower Botanist:[/b] ? [b]Groaning Spirit, Joanee:[/b] ? [b]Groaning Spirit, Kelly Duncan:[/b] ? [b]Groaning Spirit, Leedara:[/b] ? [b]Groaning Spirit, Leslie Kale:[/b] ? [b]Groaning Spirit, Miranda Langstry:[/b] ? [b]Groaning Spirit, Patrina Velikovna:[/b] Patrina was a gypsy elf maiden who, having learned in early life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here. (I6 Ravenloft) [b]Groaning Spirit, Sharon Teece:[/b] ? [b]Gu'Armoru:[/b] Gu'armori (singular: gu'armoru) are animated suits of armor constructed through the combined efforts of a magic-user of at least 16th level and a cleric of at least 11th level. The creation of a single gu'armoru requires the fabrication of a suit of adamantite-alloyed armor, the life energy of a fallen fighter of at least 12th level, and the casting of the following spells: animate dead, animate object, enchant an item, geas, magic jar, and raise dead. The exact procedure is performed according to a jealously guarded arcane ritual. Only three written copies of the instructions are known to exist. The process takes at least four months to complete, at a cost of 35,000 gp for each gu'armoru. (Dragon 101) [b]Guard Jack Elite:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Guard Jack Glassy Eyed:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Guard Jack Undead:[/b] See Undead Jack Guard. [b]Guard Large Undead:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Guard Undead Large:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Guardian Spectral Minion:[/b] See Spectral Minion Guardian. [b]Habrauk Al-Nirin:[/b] See Spectre, Habrauk Al-Nirin. [b]Half-Strength Spectre:[/b] See Spectre Half-Strength Spectre. [b]Half-Strength Wight:[/b] See Wight Half-Strength Wight, Half-Wight. [b]Half-Strength Wraith:[/b] See Wraith Half-Strength Wraith. [b]Half-Wight:[/b] See Wight Half-Strength Wight, Half-Wight. [b]Handmaiden Spectre:[/b] See Spectre Handmaiden. [b]Haunt:[/b] A haunt is the restless spirit of a person who died leaving a vital task unfinished. (Monster Manual II) The heavy carriage was deliberately left in this corner to protect an iron spike hammered into the ground. It was here in this corner that the wizard, once servant to the family who built the mansion, arranged for an “accident” to befall the family patriarch upon learning the man intended to denounce him as a practitioner of the black arts. A rope tied to the rafters, which held a heavy set of wagon wheels, was cut, causing the wheels to fall and crush their victim. Although buried in the family crypts within the house, the old man's spirit remained here, seeking revenge, until a cleric was paid to lay it to rest, pinning the spirit in the ground with the spike. Should that spike be removed, the man's haunt will be released. (Lords of Darkness) This figure is a haunt, the restless spirit of a person who died leaving a vital task unfinished. (A1-4 Scourge of the Slave Lords) This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. (A1-4 Scourge of the Slave Lords) The restless spirit of a person who died leaving a vital task unfinished. (A2 Secret of the Slavers Stockade) This figure is a Haunt, the restless spirit of a person who died leaving a vital task unfinished. (A2 Secret of the Slavers Stockade) This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. (A2 Secret of the Slavers Stockade) The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e)) A golden, decorated shield +3 lies half-hidden by shrubbery. The emblem design on the shield is that of a Griffon Rampant. A haunt, once a valiant cavalier, lurks nearby and attempts to possess any who take the shield. The dead cavalier's mission was to rescue a southern princess taken captive and sold in Waterdeep long ago. The princess is long dead too, but at least one of her descendants bears a remarkable resemblance to her. (FR5 The Savage Frontier (1e)) This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. (FR5 The Savage Frontier (1e)) In life, the haunt was an elven cavalier who swore a mighty oath that she’d bring warning to the Theocrat himself that a large bandit force was massing on the border for an attack into the Pale. Since the cavalier died more than 20 years ago, her information is a little out of date, but her oath still binds her. (WG8 Fate of Istus (1e/2e)) Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42) Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. (Dragon 42) Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42) A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42) Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42) Not all such burials need be of human bodies! (Dragon 42) Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42) All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42) If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM. (Dragon 42) The haunt is the restless spark of life of one who has died without completing a vital task. So great was the urgency to complete the deed that the vital life-force of the individual remains tied to the scene of death, there to remain until it can find a living shell to inhabit until the task is completed. The difference between this and its cousin, the ghost, is that the haunt is the mindless life-essence of the departed, while the ghost is the sentient soul of a now-dead, evil creature. (Dragon 126) This spirit is that of a woman looking for her missing husband-who was slain by Flame sixty years ago. (Dungeon 1) [b]Haunt, Jon:[/b] This haunt was once a sergeant of the guard named Jon. His task had been to defend the inner walkway and the trapdoor at its end from invaders, but he died as the last man of his force, with the knowledge that he had failed. In order to end his existence, Jon must successfully defend the area against all intruders, either slaying them or driving the intruders off. (A1-4 Scourge of the Slave Lords) [b]Haunt, Lord Godefry:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e)) The only being found here is a haunt, the remains of Godefroy, who died here after slaying his wife and child. (I10: Ravenloft II: The House on Gryphon Hill (1e)) Godefroy will seek to possess one of the characters that enters the room and force him to lay the spirits of his dead wife and daughter to rest. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Haunt, Penelope Godefry:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands...” (I10: Ravenloft II: The House on Gryphon Hill (1e)) It will try to posses one of the characters and then complete its flight from its father. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Haunt Shadow:[/b] See Shadow Haunt. [b]Haunted Arm:[/b] This is the arm of a ninja, a former clan member who tried to escape the caverns by passing through the wall but didn’t make it. The ninja is dead, but his haunted arm lives on and guards the passage. (OA2 Night of the Seven Swords (1e)) [b]Headless Horseman Wraith:[/b] See Wraith Headless Horseman Wraith. [b]Headless Mouse Horde:[/b] Mudstone has been making mouse-head hors d’oeuvres for three days in room 25, but he is too lazy to dispose of the bodies. He uses a special animate dead spell to order the bodies to run to the swill pit (room 18) and dispose of themselves. (WG7 Castle Greyhawk (1e)) [b]Headtaker:[/b] See Spectre, Pin Mo Nom, The Headtaker. [b]Heimwell the Haughty:[/b] See Ghost, Heimwell the Haughty. [b]Helga:[/b] See Vampire, Helga. [b]Helpful Spirit:[/b] ? [b]Hieronymous Bosco:[/b] See Ghost Wizard, Hieronymous Bosco. [b]High Priest Ancient Dwarven Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]High Priest Dwarven Ancient Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Hodgson, Millicent:[/b] See Zombie, Millicent Hodgson. [b]Horn of the Dawn:[/b] See Undead Knight Returned, Virkhus, The Horn of the Dawn. [b]Horrific Undead, Lord Karata Shenza:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Horse Undead:[/b] See Undead Horse. [b]Hsssthak:[/b] See Mummy Greater, Hsssthak. [b]Huecuva:[/b] Some sages have postulated that huecuvas are in fact the remains of tomb robbers slain by mummies and cursed to act as guardians for them. (Dragon 126) Some claim that tomb robbers slain by mummies may later rise as huecuvas, joining their slayers as guardians. (Dragon 126) [b]Human Appendage Insidious:[/b] See Crawling Claw, Insidious Human Appendage. [b]Human Insidious Appendage:[/b] See Crawling Claw, Insidious Human Appendage. [b]Human Skeleton:[/b] See Skeleton Human. [b]Hungry Dead:[/b] See Zombie Hungry Dead. [b]Hungry Ghost:[/b] See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit. [b]Ichi, Goburu:[/b] See Kuei Shukenja 5, Goburu Ichi. [b]Ilmeera:[/b] See Zombie Juju, Ilmeera. [b]Ilmen:[/b] See Strahd Zombie, Master Ilmen. [b]Increased HD Shadow:[/b] See Shadow Increased HD. [b]Insidious Appendage Human:[/b] See Crawling Claw, Insidious Human Appendage. [b]Insidious Human Appendage:[/b] See Crawling Claw, Insidious Human Appendage. [b]Intelligent Undead:[/b] See Undead Intelligent. [b]Intelligent Unturnable Skeleton:[/b] See Skeleton Intelligent Unturnable Skeleton. [b]Isui, Tanomitsu:[/b] See Spectre, Tanomitsu Isui. [b]Ito Murasame:[/b] See Gaki Shikki-Gaki, Ito Murasame. [b]Iviliskova, Sasha:[/b] See Vampire, Sasha Iviliskova. [b]Ixitxachitl Vampiric:[/b] ? [b]Ixitxachitl Vampiric Guardian Cleric 6:[/b] ? [b]Jack Guard Elite:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Jack Guard Glassy Eyed:[/b] See Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter. [b]Jack Guard Undead:[/b] See Undead Jack Guard. [b]Jackal Animal Mummy:[/b] See Mummy Animal Jackal. [b]Jariket:[/b] See Lich, Jariket. [b]Jenglot:[/b] It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. (CC1 Creature Compendium) [b]Jeremiah Morningmist:[/b] See Vampire, Jeremiah Morningmist. [b]Jerimy Estmore:[/b] See Wight, Jerimy Estmore. [b]Jiki-Ketsu-Gaki:[/b] See Gaki Jiki-Ketsu-Gaki. [b]Jiki-Niku-Gaki:[/b] See Gaki Jiki-Niku-Gaki. [b]Joanee:[/b] See Groaning Spirit, Joanee. [b]Joki Lam, Ghost:[/b] ? [b]Jon:[/b] See Haunt, Jon. [b]Jonathan Morningmist:[/b] See Vampire Greater, Jonathan Morningmist. [b]Juju Zombie:[/b] See Zombie Juju. [b]Jungle-Ghoul:[/b] See Ghoul Jungle-Ghoul. [b]Kale Leslie:[/b] See Groaning Spirit, Leslie Kale. [b]Kappa Vampiric:[/b] ? [b]Karata Shenza:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Karen Edgerton:[/b] See Wight, Karen Edgerton. [b]Kargoth:[/b] See Death Knight, St. Kargoth, King of the Death Knights. [b]Kartak Spellseer:[/b] See Lich Magic User 31, Kartak Spellseer. [b]Kattle Lisbury:[/b] See Wight, Kattle Lisbury. [b]Keeper Death:[/b] See Death Keeper. [b]Kelley, Emma:[/b] See Vampire, Emma Kelley. [b]Kelly Duncan:[/b] See Groaning Spirit, Kelly Duncan. [b]Kelman Osterlaker:[/b] See Spectre, Kelman Osterlaker. [b]King of the Death Knights:[/b] See Death Knight, St. Kargoth, King of the Death Knights. [b]King of the Ghouls:[/b] See Ghoul, Richard Upton Pickman, King of the Ghouls. [b]Kitiara:[/b] See Penanggalan, Kitiara. [b]Knight of the Black Rose:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Knutnor, Natterly:[/b] See Ghoul Ghast, Natterly Knutnor. [b]Korean Ghost Water:[/b] See Ghost Korean Water. [b]Korean Water Ghost:[/b] See Ghost Korean Water. [b]Kr'y'izoth:[/b] ? [b]Krinos Pandipolous:[/b] See Wraith, Krinos Pandipolous. [b]Kristofsky, Pietro:[/b] See Revenant, Pietro Kristofsky, Prefect of Paladine. [b]Krvopijac:[/b] See Vampire Krvopijac. [b]Kuei:[/b] Now haunting the cave is the kuei of one of his unfortunate victims—a young woman who was about to be married. (OA1 Swords of the Daimyo (1e)) As a kuei this woman is compelled to possess the body of another woman, so that she can complete her marriage oath. Having died centuries ago, her intended is no longer alive. If she marries into his family, however, her oath will be fulfilled. (OA1 Swords of the Daimyo (1e)) A kuei is a spirit of the dead, now in the form of a demon-ghost. This may occur if a person dies unburied, with his life unfulfilled. or by violence unavenged. (Oriental Adventures (1e)) When encountered, a kuei normally attempts to possess a victim. If this is successful. the form of the kuei disappears and takes control of the victim. Once the possession is successful, the kuei uses the physical body to complete whatever task still binds it to the Prime Material Plane. This may be to seek vengeance on its killer, fulfill an oath, or arrange for the ceremonies in the temple necessary to release it. When fulfilling an oath, the kuei may remain in possession of the victim for a long time. Indeed, one story is told of a kuei possessing her sister to fulfill an oath of marriage, remaining with her promised husband for many years before being discovered. (Oriental Adventures (1e)) [b]Kuei, Lord Toragi:[/b] The kuei of Lord Toragi, uncle of Lord Mitsuhide, lurks in the outermost bailey of the castle, the place where his banishment was pronounced. Sentenced by the shogun due to the false charges of his half-brother, the kuei is still attempting to prove Toragi’s innocence and avenge the family name. (OA4 Blood of the Yakuza (1e)) Seventeen years ago, Lord Toragi, uncle of Lord Mitsuhide (the current daimyo of Nakamaru), secretly pledged his aid to the Goshukara cause. Before he could fulfill his pledge, he was banished at the orders of the shogun, framed by a plot created by his younger brother. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. (OA4 Blood of the Yakuza (1e)) [b]Kuei Shukenja 5, Goburu Ichi:[/b] This is Goburu Ichi, a late priest of the Sun Temple. He died of the wasting disease of Lady Murasame (area 28), but strangely, he cannot recall the cause of his demise. (OA2 Night of the Seven Swords (1e)) [b]Lacedon:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Lady Godefroy:[/b] See Ghost, Lady Godefroy. [b]Lady Reumyo:[/b] See Ghost Daughter, Tortured Ghost, Lady Reumyo. [b]Lady Samantha:[/b] See Ghost Lesser, Lady Samantha. [b]Lady Sinoah:[/b] See Ghost Daughter, Lady Sinoah. [b]Lancer of Death:[/b] See Spectral Minion, Lancer of Death. [b]Langstry, Miranda:[/b] See Groaning Spirit, Miranda Langstry. [b]Large Guard Undead:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Large Undead Guard:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Le Grande Zombi:[/b] See Lich Le Grande Zombi. [b]Le Grande Zombi:[/b] See Zombie Le Grande Zombi. [b]Leedara:[/b] See Groaning Spirit, Leedara. [b]Leslie Kale:[/b] See Groaning Spirit, Leslie Kale. [b]Lesser Colossus:[/b] See Zombie Colossus Lesser. [b]Lesser Ghost:[/b] See Ghost Lesser. [b]Lesser Undead:[/b] See Undead Lesser. [b]Lesser Vampire:[/b] See Vampire Lesser. [b]Lhiannan Shee:[/b] A lhiannan shee is thought to be the undead spirit of a woman who killed herself for unrequited love (generally for some particular bard). (Dragon 101) [b]Lich:[/b] A lich exists because of its own desires and the use of powerful and arcane magic. The lich passes from a state of humanity to a non-human, nonliving existence through force of will. It retains this status by certain conjurations, enchantments, and a phylactery. (Monster Manual) Liches were formerly ultra powerful magic-users or magic-user/clerics of not less than 18th level of magic-use. (Monster Manual) A lich (q.v.) is a human magic-user and/or cleric of surpassing evil who has taken the steps necessary to preserve its life force after death. (Monster Manual II) The urge for immortality is so strong in some powerful mages and magic-user/clerics that they aspire to lichdom, despite its horrible physical side effects and the usual loss of friends and living companionship. Lichdom must be prepared for in life; no true lich ever is known to have come about “naturally.” (Lords of Darkness) To become a lich, a magic-user or magic-user/cleric must attain at least the 18th level of experience as a magic-user. The candidate for lichdom must have access to the spells magic jar, enchant an item, and trap the soul. Nulathoe's Ninemen, a fifth-level magic-user spell (detailed in the FORGOTTEN REALMS boxed set) which serves to preserve corpses against decay, keeping them strong and supple as in life, is also required. (Lords of Darkness) The process of attaining lichdom is ruined if the candidate dies at any point during it. Even if successful resurrection follows, the process must be started anew. The process involves the preparation of a magical phylactery and a potion. Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Preparation of the phylactery is so expensive that most candidates do not wish to waste all the effort of its preparation by dying after it is completed but before they are prepared for lichdom. (Lords of Darkness) The nine ingredients of the potion are as follows: (Lords of Darkness) Arsenic (2 drops of the purest distillate) Belladonna (1 drop of the purest distillate) Blood (1 quart of blood from a dead virginal human infant killed by wyvern venom) Blood (1 quart from a dead demihuman slain by a phase spider) Blood (1 quart from a vampire or a being infected with vampirism) Heart (the intact heart of a humanoid killed by poisoning; a mixture of arsenic and belladonna must be used) Reproductive glands (from seven giant moths dead for less than 10 days, ground together) Venom (1 pint or more, drawn from a phase spider less than 30 days previous) Venom (1 pint or more, drawn from a wyvern less than 60 days previous) The ingredients are mixed in the order given by the light of a full moon and must be drunk within seven days after they combine into a bluish-glowing, sparkling black liquid. All of the potion must be drunk by the candidate, and within 6 rounds will produce an effect as follows (roll percentile dice): (Lords of Darkness) 01-10 All body hair falls out, but potion is ineffective (the candidate knows this). Another potion must be prepared if lichdom is desired. 11-40 Candidate falls into a coma for 1d6 + 1 days, is physically helpless and immobile, mentally unreachable. Potion works; the candidate knows this. 41-70 Potion works, but candidate is feebleminded, Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate. 71-90 Potion works, but candidate is paralyzed for 2d6 + 2 days (no saving throw, curative magics notwithstanding). There is a 30% chance for permanent loss of 1d6 Dexterity points. 91-96 Potion works, but candidate is permanently deaf (01-33), dumb (34-66), or blind (67-00). The lost sense can only be regained by a full or limited wish. 97-00 Death of the candidate. Potion does not work. (Lords of Darkness) The successfully prepared candidate for lichdom can exist for an indefinite number of years before becoming a lich. He will not achieve lichdom upon death unless preparation of his or her phylactery is complete. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot mentally or magically be detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed or insanity or memory loss occurs. (A charmed candidate can never be made to reveal where his phylactery is – although he could be compelled to identify what the phylactery is, if shown it.) (Lords of Darkness) The phylactery may take any form – it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, must be solid and of high-quality workmanship if man-made, and cannot be an item having other spells or magical properties on or in it. It may be decorated or carved in any way desired for distinction. (Lords of Darkness) Enchant an item is cast upon the phylactery (this is one of the rare cases in which this spell can be cast on unworked material), a process requiring continual handling of the phylactery for a long time, as described in the PLAYER'S HANDBOOK. The phylactery must successfully make its saving throw as noted in the spell description. It must be completely enchanted within nine days (not the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required. (Lords of Darkness) When the phylactery is thereby made ready for enchantment, the candidate must cast trap the soul on it. Percentile dice are rolled; the spell has a 50% chance or working, plus 6% per level of the candidate (or caster, if it is another being) over 11th level. The phylactery glows with a flickering blue-green faerie fire-like radiance for one round if it is successfully receptive for the candidate's soul. (Lords of Darkness) The candidate then must cast Nulathoe's Ninemen on the phylactery, and within one turn of doing so, cast magic jar on it and enter it with his life force. No victim is required for this use of the magic jar spell. (Lords of Darkness) Upon entering the phylactery, the candidate instantly loses one experience level along with its commensurate spells and hit points. The soul and lost hit points remain in the phylactery, which becomes AC 0 and has those hit points henceforth. The candidate is now a lichnee, and must return to his own body to rest for 1d6 + 1 days. The ordeal of becoming a lichnee is so traumatic that the candidate forgets any memorized spells of the top three levels available to him, and cannot regain any spells of those levels until the rest period is complete. (Candidates usually then resume a life of adventuring to regain the lost level.) (Lords of Darkness) The next time the lichnee candidate dies, regardless of the manner or planar location of death, or barriers of any sort between corpse and phylactery, the candidate's life force will go into the phylactery. For it to emerge again, there must be a recently dead (less than 30 days) corpse within 90 feet of the phylactery. The corpse may be that of any creature, and must fail a saving throw vs. spell to be possessed. If it makes its saving throw, it will never receive the lich. (Lords of Darkness) If the creature had 3 hit dice or fewer in life, it saves as a zero-level fighter. If it had 3 + 1 hit dice or greater in life, it saves as if it were alive, with the following alignment modifiers: LG, CG, NG: + 0; LN, CN, N: - 3; LE, - 4; NE: - 5; CE: -6. The candidate's own corpse, if within range, is at -10, and may have been dead for any length of time. The lichnee may attempt to enter his own corpse once per week until succeeding. (A phylactery too well-hidden might never offer the lichnee a corpse to enter. Many lichnee commit suicide to save themselves such troubles.) When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich. (Lords of Darkness) Seven days after ingesting any part of the candidate's original body, a wightish lichnee body will metamorphose into a body similar to the candidate's original one, and manifest full lich powers and abilities (re-roll hit points using eight-sided dice). (Lords of Darkness) Consider a lich, for example: a mage or cleric so thirsty for immortality as to try to cheat death, and already powerful at magic. (Lords of Darkness) Sabirine learned the secrets of lichdom but chose to die a natural death instead. (Forgotten Realms Campaign Set (1e)) A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. (S4: The Lost Caverns of Tsojcanth (1e)) In actuality, this room is a time trap; time here moves very slowly compared to that in the outside world. One round in this room equals a half hour outside it. The tome is Secrets of Immortality by X. Gig, Magus Paragon, Regum Rex, etc., etc. The book is tied to the lectern by strange silver threads, as thin as gossamer. These are strands from Istus’s web in the plane of Time. They cannot be broken by any force save Istus herself. Nor can any force move or break the lectern. (WG7 Castle Greyhawk (1e)) Secrets of Immortality is readable (although highly technical in its use of language), but it is incomprehensible to all creatures with Intelligences below 21. For magic-users who have Intelligences of 21 who would read it, it would take 10 years of careful study to understand its principles. (A nonweapon proficiency taken in the study of the abstract theories of magic will reduce the time of study to only three years.) If the book is mastered, characters will know how to create an elixir of youth, become a shade or a lich, and understand “general principles of life force extension.” (WG7 Castle Greyhawk (1e)) Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist. (Dragon 26) Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into. (Dragon 26) The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable. (Dragon 26) If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up. (Dragon 26) The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds. (Dragon 26) In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being. (Dragon 26) If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place. (Dragon 26) Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items; A. 2 pinches of pure arsenic B. 1 pinch of belladonna C. 1 measure of fresh phase spider venom (under 30 days old) D. 1 measure of fresh wyvern venom (under 60 days old) E. The blood of a dead humanoid infant killed by a phase spider F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna G. The heart of a virgin humanoid killed by wyvern venom H. 1 quart of blood from a vampire or a person infected with vampirism I. The ground reproductive glands of 7 giant moths (head for less than 60 days) The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur: 1-10 No effect whatsoever other than all body hair falling out — start over! 11-40 Coma for 2-7 days —the potion works! 41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works! 71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works! 91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works! 97-00 DEAD —start over . . . if you can be resurrected. (Dragon 26) There is no “ultimate recipe” for becoming a lich, just as there is no universal way of making a chocolate cake. Only those things which are generally true are stated in the AD&D rules-a magic-user or cleric gains undead status through “force of will” (the desire to be a lich, coupled with magical assistance) and thereafter has to maintain that status by special effort, employing “conjurations, enchantments and a phylactery” (from the lich description in the Monster Manual). The essence of larvae, mentioned as one of the ingredients in the process (in the MM description of larvae) might be used as a spell component, or might be an integral part of the phylactery: Exactly what it is, and what it is used for, is left to be defined by characters and the DM, if it becomes necessary to have specific rules for making a lich. (Dragon 54) Several combinations of spells might trigger or release the energy needed to transform a magic-user or m-u/cleric into a lich; exactly which combination of magic is required or preferred in a certain campaign is entirely up to the participants. The subject has been addressed in an article in DRAGON magazine (“Blueprint for a Lich,” by Len Lakofka, in #26), but that “recipe” was offered only as a suggestion and not as a flat statement of the way it’s supposed to be done. (Dragon 54) Possibly the most powerful of the undead creatures, liches were formerly magic-users, clerics, or wizard/priests of high level. While the circumstances in which a lich arises are somewhat varied, a lich is most often the result of an evil archmage's or high priest's quest for immortality. The process involved in the creation of the lich remains a mystery to most, although some have suggested that through the assistance of a demon, the knowledge can be fully learned. (Dragon 126) In even rarer cases, it is rumored that a wizard of extremely high level in fanatical pursuit of the answer to some bit of research may continue his work even beyond the point of death. Perhaps due to the years of exposure to magical powers, some inexplicable force allows the soul to remain with its dead shell until the inhabitant discovers the answer to its research or until the body crumbles to dust. (Dragon 126) Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126) Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium) [i]Lichdom[/i] spell. (Dragon 76) [b]Lich, Acererak:[/b] Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. (Return to the Tomb of Horrors) Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. [b]Lich, Alokkair the Witch-King:[/b] ? [b]Lich, Asberdies Magic-User 20:[/b] ? [b]Lich, Aumvor the Undying:[/b] ? [b]Lich, Azimer:[/b] ? [b]Lich, Charchee:[/b] ? [b]Lich, Jariket:[/b] ? [b]Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty:[/b] ? [b]Lich, Tharuighagh:[/b] ? [b]Lich, Vlaakith, Githyannki Lich-Queen:[/b] ? [b]Lich 20, Rahz:[/b] ? [b]Lich Arch-Lich, Ruelve:[/b] ? [b]Lich Arch-Lich, Vecna:[/b] ? [b]Lich Le Grande Zombi:[/b] It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead). (Dragon 138) [b]Lich Lizardman:[/b] ? [b]Lich Magic-User 18:[/b] ? [b]Lich Magic-User 18, Azalin:[/b] ? [b]Lich Magic-User 18/Cleric 20:[/b] ? [b]Lich Magic-User 19/Cleric 21:[/b] ? [b]Lich Magic-User 20, Detrinius Wands:[/b] ? [b]Lich Magic-User 24, Zulkir Szass Tam:[/b] ? [b]Lich Magic-User 31, Kartak Spellseer:[/b] ? [b]Lich Minor:[/b] ? [b]Lich Minor, Corpse of an Ancient Dwarven High Priest:[/b] ? [b]Lich Nephil:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. (CC1 Creature Compendium) [b]Lich Pseudo-Lich:[/b] They are created when a very powerful magic-user is fanatically pursuing a certain goal at the time of death. Some inexplicable force, perhaps due to years of exposure to magic, allows the wizard's soul to inhabit the shell of its dead body until the goal is achieved or the body crumbles to dust. (Lords of Darkness) [b]Lich Semi-Lich:[/b] This is all that remains of the high priest, who tried and failed to turn himself into a lich. He was a 12th-level cleric/11th-level magic-user. His soul has gone on to its punishment, but his undead body remains, possessing all the physical characteristics of a lich, but none of the mental ones. (Dragon 102) The high priest was not insane; he was a very calculating, determined man who made only one mistake. (Dragon 102) [b]Lich Two-Headed Lich, Xaene the Accursed:[/b] Xaene, once ousted from the court wizard position he had coveted for such a long time, took to studying necromancy, an art he had become efficient in while creating Ivid’s various servants. While raiding graveyards and tombs he came upon the artifact described in room 17 above, as well as those detailed in room 11. All three artifacts are aligned to Nerull, especially the Tapestry of Nightmares. In unraveling the tapestry’s secret, Xaene was converted to neutral evil (from chaotic evil) and was transformed into a lich. However, his mind, strong as it was, could not stand (or fathom) the change; and his will persisted to such a stubborn degree that Nerull actually cursed Xaene, saying, “You have two minds-so have two heads to go with them!” (WG8 Fate of Istus (1e/2e)) [b]Lich-Like Being 26, Wulgreth:[/b] ? [b]Lich-Queen:[/b] See Lich, Vlaakith, Githyannki Lich-Queen. [b]Lightmal the Dark:[/b] See Spectre, Lightmal the Dark. [b]Lisbury, Kattle:[/b] See Wight, Kattle Lisbury. [b]Lithe, Marcus:[/b] See Wraith, Marcus Lithe. [b]Lizardman Lich:[/b] See Lich Lizardman. [b]Lizard Vampire:[/b] See Vampire Vampiric Lizard Man Female, Bride of Sakatha, Lizard Vampire. [b]Lobishumen:[/b] See Vampire Lobishumen. [b]Loft, Maquir:[/b] See Wraith, Maquir Loft. [b]Longlimb, Gamrad:[/b] See Revenant, Gamrad Longlimb. [b]Lord Ancient Corsair:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Lord Corsair Ancient:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Lord Drago Shenza:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Lord Godefry:[/b] See Haunt, Lord Godefry. [b]Lord High Cleric Yarus:[/b] See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus. [b]Lord High Clerist:[/b] See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus. [b]Lord Karata Shenza:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Lord Loren Soth:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Lord Mummy:[/b] See Mummy Lord. [b]Lord Soth:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Lord Toragi:[/b] See Kuei, Lord Toragi. [b]Lord-Most Mighty Shoon:[/b] See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty. [b]Loren Soth:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Lost Soul Pr'eta:[/b] The Pr’eta is the soul of a suicide. (Dragon 26) [b]Lower Soul P'o:[/b] ? [b]Mage-King of vanished Iltkazar:[/b] See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty. [b]Magic-User 8:[/b] See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Magic-User 8. [b]Magically-Prepared Zombie:[/b] See Zombie Magically-Prepared Zombie. [b]Magically-Prepared Zombie with Spells Upon Him:[/b] See Zombie Magically-Prepared Zombie with Spells Upon Him. [b]Maiden Vampire:[/b] ? [b]Man Armored:[/b] See Death Knight, Armored Man. [b]Man With Chocolate-Colored Skin:[/b] See Vampire Nuban, Man With Chocolate-Colored Skin. [b]Maquir Loft:[/b] See Wraith, Maquir Loft. [b]Marantha:[/b] See Groaning Spirit, Marantha. [b]Marcus Lithe:[/b] See Wraith, Marcus Lithe. [b]Marine Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Masako:[/b] See Spectre, Masako. [b]Master Ilmen:[/b] See Strahd Zombie, Master Ilmen. [b]Master Tangle:[/b] See Wraith, Master Tangle. [b]Matter Collected Undead Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Matter Undead Collected Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Maus, Emory:[/b] See Wight, Emory Maus. [b]Melgaster:[/b] See Ghoul, Melgaster. [b]Melvin:[/b] See Ghost, Melvin. [b]Memedi Common:[/b] The category of frightening spirits can be very broad. Most unexplained phenomena that frighten a person are likely to be described as memedi, and many spirit creatures presented in Oriental Adventures may fit the category. (Kara-Tur: The Eastern Realms (1e)) [b]Memedi Common Djim:[/b] These are apparently the spirits of deceased priests. (Kara-Tur: The Eastern Realms (1e)) [b]Memedi Common Djrangkong:[/b] ? [b]Memedi Common Panaspati:[/b] ? [b]Memedi Common Setan Gundul:[/b] ? [b]Memedi Common Uwil:[/b] Apparently the spirit of a dead sohei. (Kara-Tur: The Eastern Realms (1e)) [b]Memedi Common Wedon:[/b] ? [b]Memedi Genndruwo:[/b] ? [b]Mianns, Thellactin:[/b] See Spectre, Thellactin Mianns. [b]Mictlantecuhtli:[/b] ? [b]Mighty Dwarf Corpse of a, Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Millicent Hodgson:[/b] See Zombie, Millicent Hodgson. [b]Mindless Undead:[/b] See Undead Mindless. [b]Minor Death:[/b] ? [b]Minor Lich:[/b] See Lich Minor. [b]Minotaur Monster Zombie:[/b] See Zombie Monster Undead Minotaur. [b]Miranda Langstry:[/b] See Groaning Spirit, Miranda Langstry. [b]Mitsuro, Tanomitsu:[/b] See Spectre, Tanomitsu Mitsuro. [b]Molly Grayswit:[/b] See Vampire, Molly Grayswit. [b]Momsin Alenny:[/b] See Wight, Momsin Alenny. [b]Mongoose Animal Mummy:[/b] See Mummy Animal Mongoose. [b]Monster Skeleton:[/b] See Skeleton Monster. [b]Monster Zombie:[/b] See Zombie Monster. [b]Monstrosity Great Undead:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Monstrosity Undead:[/b] See Undead Monstrosity. [b]Monstrosity Undead Great:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Morningmist, Jeremiah:[/b] See Vampire, Jeremiah Morningmist. [b]Morningmist, Jonathan:[/b] See Vampire Greater, Jonathan Morningmist. [b]Mouse Horde Headless:[/b] See Headless Mouse Horde. [b]Mulo:[/b] See Vampire Mulo. [b]Mummified Sacred Offspring of Chitza-Atlan:[/b] See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy. [b]Mummy, Crypt Guardian:[/b] They retain a semblance of life due to their evil. (Monster Manual) The preparers, usually priests, began the mummification process with a live victim, usually a warrior-one of their own people. Their spells kept the poor soul in his body after it died, while they removed and preserved his vital organs, then dried out and preserved his body. (Lords of Darkness) Mummies do not exist of their own accord. Unlike life-draining undead, they do not give birth to their own kind out of the bodies of their victims. Mummies are created by men to act as tomb guardians. The process is similar to that required to create a skeleton or a zombie, but requires long preparation of the body, expensive and rare preservative spices and compounds, and a spell to bring them to “life.” For the mummy creation ritual to be successful, the mummy must be a living being (usually human) when the mummification process begins. The unspeakable horror and agony of the process (the body dies, but the soul and mind remain aware and trapped within) are responsible for the mummy's “unholy hatred of life.” (Lords of Darkness) The mummification rituals draw upon power from the Negative Material Plane, replacing life energy with death energy. (Lords of Darkness) The common mummy (as described in the MONSTER MANUAL), has been brought into being by the acts of others. (Lords of Darkness) As part of the mummification process, the internal organs of the living victim are removed and preserved separately in three canopic jars, immersed in an elixir made from the bodies of larvae. These organ jars must remain within the tomb guarded by the mummy. (Lords of Darkness) The greater mummy Hsssthak of the ancient reptilian creator race guards one such legacy-a pair of spells left to their lizard man descendants, spells which could allow that race to regain much of its lost power and prestige. (Lords of Darkness) His tomb was discovered by ancestral elves who did not want the lizards to regain lost stature, but felt that the spells might have value in the future. Using the rituals found within the tomb, the elves mummified their own people to keep interlopers away from the ancient spells. (Lords of Darkness) The Tome of Life Eternal. (Lords of Darkness) The ancient elves who sought to prevent access to Hsssthak's tomb converted this outer tomb area into a trap, populated by mummy guardians of their making-their own people turned into horrendous undead guardians. (Lords of Darkness) Inside this sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely visible between the wrappings covering the head. This 5,000 g.p. Gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. (Return to the Tomb of Horrors) Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely-visible between the wrappings covering the head. This 5,000 g.p. gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. (S1 Tomb of Horrors (1e)) Contrary to popular belief, mummies are not usually the venerated dead found within Egyptian burial chambers. Instead, the mummy is typically some unfortunate warrior who, for some transgression, has been chosen to stand guard over the departed. (Dragon 126) The means of creating a mummy are said to include a special form of the animate dead spell, along with an elixir made from a rare herb growing only in the wildest parts of deserts. (Dragon 126) [i]Mummy Production[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Mummy, Carl Ramm:[/b] ? [b]Mummy, Ellen Stinworthy:[/b] ? [b]Mummy Animal:[/b] Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. (CC1 Creature Compendium) [b]Mummy Animal Baboon:[/b] ? [b]Mummy Animal Beetle:[/b] ? [b]Mummy Animal Cat:[/b] ? [b]Mummy Animal Crocodile:[/b] ? [b]Mummy Animal Jackal:[/b] ? [b]Mummy Animal Mongoose:[/b] ? [b]Mummy Animal Serpent:[/b] ? [b]Mummy Centaur:[/b] See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy. [b]Mummy Ethereal:[/b] ? [b]Mummy Greater:[/b] The greater mummy, the undead remains of a man (or woman) who has chosen to be mummified. (Lords of Darkness) The greater mummy is not just a more deadly version of the creature commonly known as a mummy, it is a mummy who has chosen to undergo the mummification process, in which the victim's body dies, but the soul does not. (Lords of Darkness) “Anyway, we entered this dusty tomb and as we went deeper, there were more paintings, and mind you, if the other ones only made your stomach queasy, these were nightmare makers. Who could imagine someone choosing to become a mummy? Yet, these pictures showed just that. A man who willingly submitted to mummification and retained much of his power from life.” (Lords of Darkness) [b]Mummy Greater, Hsssthak:[/b] Seers among the reptilian creator race felt that a time might come when the lizard folk would need help to reclaim their rightful place in the world. Hsssthak, once a noted sorcerer among his reptilian people, willingly allowed himself to be mummified in order to protect part of the heritage of his race – the ability to magically modify other creatures. (Lords of Darkness) [b]Mummy Greater, Rethekan:[/b] ? [b]Mummy Lord:[/b] ? [b]Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy:[/b] ? [b]Mummy of the Sea:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Mummy Peat:[/b] ? [b]Munafik:[/b] See Undead Magic-User 10, Munafik. [b]Murasame, Ito:[/b] See Gaki Shikki-Gaki, Ito Murasame. [b]Murder Victim, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Musical Spirit:[/b] Musical spirits are believed to be the spirits of bards or druids sent to the Prime Material Plane or who have remained on the Prime Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life. Both male and female (human, elven, and half-elven) musical spirits have been encountered in sylvan settings. (Dragon 119) [b]Mysterious Creature Deadly:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Mysterious Deadly Creature:[/b] See Death Keeper, Ancient Corsair Lord, Mummy of the Sea, Mysterious Deadly Creature. [b]Nashram Sharboneth:[/b] See Ghost, General Nashram Sharboneth. [b]Nasty Pissed Off Spirit:[/b] See Spirit Nasty Pissed Off. [b]Nasty Spirit Pissed Off:[/b] See Spirit Nasty Pissed Off. [b]Natterly Knutnor:[/b] See Ghoul Ghast, Natterly Knutnor. [b]Nephil Lich:[/b] See Lich Nephil. [b]Nerlax:[/b] See Vampire, Nerlax. [b]Night Dragon:[/b] See Dracolich, Night Dragon. [b]Nikkoleth, Shan:[/b] See Death Knight, Shan Nikkoleth. [b]Nin-Chu-Ju-Gaki:[/b] See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit. [b]Ningyo Vampire:[/b] ? [b]Ninja Spirit Shadow:[/b] ? [b]Nom, Pin Mo:[/b] See Spectre, Pin Mo Nom, The Headtaker. [b]Nosferat:[/b] See Vampire Nosferat. [b]Nuban Vampire:[/b] See Vampire Nuban. [b]Ochimo, Spirit Warrior:[/b] The pirate base was abandoned during the Black Cycle of Years, amid rumors of mysterious disappearances and hauntings. It was at this time that the Dead Spirit King, his wisdom in the dark arts grown great, first created his Ochimo, or spirit warriors. The Ochimo were created from those pirates who ventured too close to his overgrown temple complex. (OA3 Ochimo The Spirit Warrior (1e)) If this Opawang did exist, then it may or may not have made itself servants, which men might call spirit warriors. (OA3 Ochimo The Spirit Warrior (1e)) [b]Ochimo Air:[/b] ? [b]Ochimo Earth:[/b] ? [b]Ochimo Fire:[/b] ? [b]Ochimo Water:[/b] ? [b]Ogre Monster Zombie:[/b] See Zombie Monster Undead Ogre. [b]Ogre Wight:[/b] ? [b]Old Bloody Bones:[/b] See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead. [b]Old Man of Pursai:[/b] See Ghost, Old Man of Pursai. [b]Old Yarus:[/b] See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus. [b]Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Orc Skeleton:[/b] See Skeleton Orc. [b]Orchonos, Vampiric Plantmen:[/b] ? [b]Osterlaker, Kelman:[/b] See Spectre, Kelman Osterlaker. [b]Otomo Tahiro:[/b] See Ghost Permanent Haunt, Otomo Tahiro. [b]Owlbear Undead:[/b] See Undead Owlbear. [b]P'o:[/b] See Lower Soul P'o. [b]Panaspati:[/b] See Memedi Common Panaspati. [b]Pandipolous, Krinos:[/b] See Wraith, Krinos Pandipolous. [b]Patrina Velikovna:[/b] See Groaning Spirit, Patrina Velikovna. [b]Patron Fallen, Lord Drago Shenza:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Peat Mummy:[/b] See Mummy Peat. [b]Penanggalan:[/b] If a penanggalan kills a female victim, she will rise from the grave after three days as a penanggalan (not under the control of the original creature). If an attempt is made to raise her during that three-day period, her chances of surviving the system shock are half normal, and failure of that attempt means that no further attempt can possibly succeed - the process by which she becomes a penanggalan is then inexorable. (Fiend Folio) [b]Penanggalan, Kitiara:[/b] ? [b]Penelope Godefry:[/b] See Haunt, Penelope Godefry. [b]Phantasm:[/b] ? [b]Phantom, Vecna:[/b] ? [b]Philosopher Spectral Minion:[/b] See Spectral Minion Philosopher. [b]Phimister, Rugen:[/b] See Ghoul, Rugen Phimister. [b]Phimister, Rugen:[/b] See Ghoul Ghast, Rugen Phimister. [b]Pickman, Richard:[/b] See Ghoul, Richard Upton Pickman, King of the Ghouls. [b]Pietro Kristofsky:[/b] See Revenant, Pietro Kristofsky, Prefect of Paladine. [b]Pile of Refuse:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Pin Mo Nom:[/b] See Spectre, Pin Mo Nom, The Headtaker. [b]Pirate Undead Zombie:[/b] See Zombie Undead Pirate. [b]Pirate Zombie Undead:[/b] See Zombie Undead Pirate. [b]Pissed Off Nasty Spirit:[/b] See Spirit Nasty Pissed Off. [b]Pissed Off Spirit Nasty:[/b] See Spirit Nasty Pissed Off. [b]Plumette, Aerial:[/b] See Ghost, Prince Aerial du Plumette. [b]Poltergeist:[/b] Long ago, one of the wizard's young apprentices was fetching a book from an upper shelf when it slipped from his grasp and fell to the floor. His enraged master beat the boy mercilessly, causing his death. The lad's spirit now haunts this room in the form of a poltergeist. (Lords of Darkness) The boy's angry spirit, now bound to the room in which he died, will toss a book at a random PC, causing the character to save vs. fear or flee the room if struck. (Lords of Darkness) Merely a restless spirit. (Dragon 126) [b]Poltergeist Greater:[/b] ? [b]Pr'eta:[/b] See Lost Soul Pr'eta. [b]Prefect of Paladine:[/b] See Revenant, Pietro Kristofsky, Prefect of Paladine. [b]Priest Dwarven Zombie:[/b] See Zombie Dwarven Priest. [b]Priest High Ancient Dwarven Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Priest High Dwarven Ancient Corpse of a:[/b] See Lich Minor, Corpse of an Ancient Dwarven High Priest. [b]Priest Zombie Dwarven:[/b] See Zombie Dwarven Priest. [b]Prince Aerial du Plumette:[/b] See Ghost, Prince Aerial du Plumette. [b]Prince Alemander V:[/b] See Ghost, Prince Alemander V. [b]Pseudo-Lich:[/b] See Lich Pseudo-Lich. [b]Quick Zombie:[/b] See Zombie Quick. [b]Quick Zombie:[/b] See Zombie Shadow Stuff, Quick Zombie, Wandering Dead. [b]Rahz:[/b] See Lich 20, Rahz. [b]Ralogorax:[/b] See Undead Paladin, Ralogorax, Sword of Tyr. [b]Ramm, Carl:[/b] See Mummy, Carl Ramm. [b]Rapper:[/b] A rapper is the undead form of an evil dwarven thief or assassin who died in an attempt to steal something. (Dragon 58) [b]Rawhead, Tommy:[/b] See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead. [b]Rawhead-and-Bloody-Bones:[/b] See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead. [b]Refuse Pile of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Rethekan:[/b] See Mummy Greater, Rethekan. [b]Returned Undead Knight:[/b] See Undead Knight Returned. [b]Reumyo:[/b] See Ghost Daughter, Tortured Ghost, Lady Reumyo. [b]Reveler Spectral Minion:[/b] See Spectral Minion Reveler. [b]Revenant:[/b] Under exceptional circumstances, those who have died a violent death may return from beyond the grave to wreak vengeance on their killer - as a revenant. There are few who can make this journey - to do so, a dead character must have wisdom or intelligence greater than 16 and a constitution of 18: all their characteristics must sum to 90 or more: and if both these criteria are met, the chance of the character becoming a revenant after death is 5%. (Fiend Folio) On rare occasions when a powerful human is slain, there is a slight chance (5%) that the slain person (through sheer willpower and anger) arises as a revenant to seek out and slay its killers. (Dragon 126) [b]Revenant, Gamrad Longlimb:[/b] He has come to slay his killer. Dugal and Gamrad were old enemies, and a few months ago Dugal was forced to kill Gamrad in self-defense. Gamrad’s hatred and desire for vengeance enabled him to assume this undead state. (C4 To Find a King (1e)) [b]Revenant, Pietro Kristofsky, Prefect of Paladine:[/b] The creature is the revenant of Pietro Kristofsky, Prefect of Paladine. He has waited for over 300 years to get revenge on Lord Soth and his skeletal warriors for killing him. (DL16 World of Krynn (1e)) [b]Richard Upton Pickman:[/b] See Ghoul, Richard Upton Pickman, King of the Ghouls. [b]Ronin Undead:[/b] See Undead Ronin. [b]Royberno:[/b] See Skeleton Warrior, Tornum the Terrible, Royberno. [b]Ruby Skeleton:[/b] See Skeleton Ruby. [b]Ruelve:[/b] See Lich Arch-Lich, Ruelve. [b]Rugen Phimister:[/b] See Ghoul, Rugen Phimister. [b]Rugen Phimister:[/b] See Ghoul Ghast, Rugen Phimister. [b]Rupture Skeleton:[/b] See Skeleton Rupture. [b]Sacred Offspring of Chitza-Atlan Mummified:[/b] See Mummy Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy. [b]Sailor Undead:[/b] See Undead Sailor. [b]Sakatha:[/b] See Vampire Vampiric Lizard King Magic-User 9, Sakatha. [b]Salt-Zombie:[/b] See Zombie Salt-Zombie. [b]Samantha:[/b] See Lesser Ghost, Lady Samantha. [b]Samon:[/b] See Ghost, Samon. [b]Samurai Dwarven Undead:[/b] See Undead Dwarven Samurai. [b]Samurai Undead Dwarven:[/b] See Undead Dwarven Samurai. [b]Sanai:[/b] See Ghost, Sanai. [b]Sarcophogal Worm:[/b] See Worm Sarcophogal. [b]Sasha Iviliskova:[/b] See Vampire, Sasha Iviliskova. [b]Sea Bonze:[/b] ? [b]Sea Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Searcher Spectral Minion:[/b] See Spectral Minion Searcher. [b]Semi-Lich:[/b] See Lich Semi-Lich. [b]Serpent Animal Mummy:[/b] See Mummy Animal Serpent. [b]Setan Gundul:[/b] See Memedi Common Setan Gundul. [b]Shadow:[/b] In addition to the 2-5 hit points of damage their chill touch causes, each hit also saps 1 point of the victim's strength. If a human opponent reaches 0 strength or hit points, the shadow drains his life force and he becomes a shadow. (Monster Manual) Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. (Monster Manual) Nabassu are able to bestow the stolen death from their death stealing upon anyone who fails to save vs. death magic, killing that individual instantly. The victim so slain becomes a shadow (unless he or she has already been subjected to death stealing) and is doomed to serve the nabassu whenever called. This doom can be avoided through exorcism of the corpse (with or without restoration of life.) (Monster Manual II) Some persons who die are not yet ready to leave life. Others are murdered or killed under traumatic conditions. When that happens, the one who died may leave behind a shadow-that part of a spirit or soul that grasps greedily after life. It is usually tied to a place of emotional significance-the scene of its death, for instance. (Lords of Darkness) If human characters are slain by the shadows, they become shadows. (Lords of Darkness) The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. (FR3 Empires of the Sands (1e)) Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches. The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. (FR5 The Savage Frontier (1e)) Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. (WG5: Mordenkainen's Fantastic Adventure (1e)) These shadows were originally followers of Kholum who were slain as thieves and reincarnated by their deity as shadows to guard their former guildmaster's tomb. Over the centuries, these shadows have been joined by the spirits of graverobbers, wanderers, and others who were trapped in the tomb, until a small army of these creatures lurks in the area. (Dungeon 1) Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on. (Dungeon 215) A shadow lurks in the room, a product of the Necrotic Pearl. (The Complete White Ship Campaign) A shadow lurks here, one of the victims of the necrotic cloud. (The Complete White Ship Campaign) [i]Unlife[/i] spell. (Lords of Darkness) Shadow Lanthorn magic item. (Unearthed Arcana (1e)) Nabassu Bestow Death power. (WG7 Castle Greyhawk (1e)) Shadow Strength Drain. (The Complete White Ship Campaign) [b]Shadow Haunt:[/b] ? [b]Shadow Increased HD:[/b] ? [b]Shadow Slow:[/b] See Slow Shadow. [b]Shadow Stuff Zombie:[/b] See Zombie Shadow Stuff. [b]Shadowy Figure:[/b] See Zombie Brainless Enhanced, Shadowy Figure. [b]Shan Nikkoleth:[/b] See Death Knight, Shan Nikkoleth. [b]Sharboneth, Nashram:[/b] See Ghost, General Nashram Sharboneth. [b]Sharon Teece:[/b] See Groaning Spirit, Sharon Teece [b]Shenza, Drago:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Shenza, Karata:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Shikki-Gaki:[/b] See Gaki Shikki-Gaki. [b]Shinen-Gaki:[/b] See Gaki Shinen-Gaki. [b]Shingol Tann:[/b] See Wraith, Shingol Tann. [b]Sheet Ghoul:[/b] A sheet ghoul is created when a sheet phantom kills a victim. (Fiend Folio) If the victim of a sheet phantom's enveloping dies from suffocation (or as a result of damage inflicted, unwittingly, by his comrades), the sheet phantom merges with his body and the whole becomes a sheet ghoul. (Fiend Folio) The sheet phantom's purpose in hiding is to envelop and possess a living being (thereafter known as a sheet ghoul). (Dragon 126) [b]Sheet Phantom:[/b] There are sufficient similarities between this creature and the lurker above to lend credence to the speculation that the one is some kind of undead form of the other. The sheet phantom is an odd form of undead thought by some to come about as a result of some particularly bizarre circumstance, the nature of which no two sages can agree upon. One popular theory is that it is the spirit of a magic-user who, while under a duo dimension spell, was slain by a ghoul. The idea of it being an undead form of a lurker above is not widely or seriously acknowledged. (Dragon 126) [b]Shock Bones:[/b] See Skeleton Shock Bones. [b]Shoon:[/b] See Demi-Lich Magic User 26, Shoon. [b]Shoon:[/b] See Lich, Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty. [b]Shoosuva:[/b] Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas; their name means “returners” in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghu’s shamans. (Dragon 63) [b]Sinoah:[/b] See Ghost Daughter, Lady Sinoah. [b]Skeletal Steed Strahd:[/b] See Strahd Skeletal Steed. [b]Skeletal Warrior:[/b] See Skeleton Warrior, Skeletal Warrior. [b]Skeleton:[/b] Skeletons are magically animated, undead monsters. They are enchanted by a powerful magic-user or cleric of evil alignment. (Monster Manual) When a skeleton is animated, the enchantment accomplishes two things. First, it knits the bones together magically, binding them with force drawn from the Negative Energy Plane. Almost all the bones have to be there-without mostly complete remains, the spell is almost impossible to hold together. (Lords of Darkness) Second, the spell binds energy called the animus into the skeleton to animate it. That's not the same as the spirit or soul of the deceased. It is only a fragment of soul energy, the portion that helped keep the soul in the living body. In death, the animus lingers around the remains until they turn to dust. This is true no matter what the race of the creature whose bones are animated. (Lords of Darkness) Village cemeteries in the area are being disturbed, not by grave robbers, but rather by the odd magical powers of Kendra, a madwoman with the ability to animate the skeletal dead. (Lords of Darkness) Besides obeying their orders to the letter, they are the easiest type of undead to raise, and are relatively simple to create. (Lords of Darkness) The robed fellow spoke up again. “Can a skeleton be raised if it's buried? Or does it have to be uncovered first?” (Lords of Darkness) Tarif frowned as she replied. “No, skeletons can be raised right up out of the ground. When the magic knits their bones together, they're charged with Negative Plane energy. This unnatural force has an “unbinding” effect on Prime Material Plane matter, allowing the skeleton to push and scramble its way out of the ground like a worm through sand. Or push the stone plug out of a crypt. And so on. But that burst of energy fades after a minute or so, and then the skeleton is no more powerful than a healthy man or dwarf!” (Lords of Darkness) After the appropriate spell is cast, it takes one round for a skeleton's animation to become complete. At the DM's discretion, certain spell variations may allow the skeleton to be raised from its grave. In such a case, one additional round is required for it to free itself if buried in the ground or sealed in a crypt. At the DM's discretion, this may take longer due to unusual circumstances. In certain situations, the undead cannot free itself at all (if, for instance, it is sealed behind a brick wall or buried beneath a landslide). (Lords of Darkness) Kendra the Mad's ability to raise skeletons comes from an arcane grimoire and does not require normal spell-casting procedures to be effective. (Lords of Darkness) Kendra was unbalanced to begin with. At the start of her apprenticeship they seemed simple eccentricities, tolerated by her master, the fell necromancer Daal Kamin: her fits of giggling, her odd fondness for things dead and decaying . . . One day she sneaked away with the black-bound tome of Garris Hominus, no true man, he, but a shadow creature skilled in the arts of necromancy and conjurings from beyond the grave. Most of what she read there was beyond her ability to grasp, but all of it burned terribly into her brain, and cursed her with night-haunted visions of corpses and worm-eaten bones. Bones with the clean, simple lines of death, uncomplicated by disorderly flesh and human needs. Bones that fascinated her with a growing compulsion, until she had no choice but to try a spell she had gleaned from the black volume. (Lords of Darkness) The spell worked better than she could have imagined. The long-separated bones of the dead reformed with unnatural life, and pushed forth from their graves in every village for miles around. Her laughter rang out as she opened the gates to their clattering knock, and tears of amusement streamed down her face as the dead attacked the living, leaving only bones that reformed in their turn and swelled the ranks of her skeletons. Her minions. Even Daal Kasmin was startled from his sleep and died protesting that such magic was beyond her. (Lords of Darkness) The power of that first terrible spell soon faded. Her mind was incapable of repeating such awesome magic. Laughing, muttering, and sometimes sobbing to herself, Kendra wandered away down the moonlit road, leaving a stronghold of dead men and bones behind her. (Lords of Darkness) Yet the magic lingers around her. Kendra is drawn to graveyards and tombs, and when she walks past, the bones of the dead knit together once more and follow her on her nighttime expeditions. She is unthinking, and the skeletons which follow her are uncontrolled. She has no bidding for them save her unspoken wish to see the clean lines of death so nicely represented in skeletal form. (Lords of Darkness) And the skeletons obey. (Lords of Darkness) At least once a month, during the new moon, Kendra is drawn to a graveyard or other place where skeletons may be found. At that time, she sings and mutters to herself, undoubtedly repeating portions of the original spell. Soon 2d6 skeletons rise from the ground and join her for her midnight ramble. (Lords of Darkness) Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e)) Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e)) Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. (Forgotten Realms Campaign Set (1e)) Shamans of Yurtrus may animate dead to create skeletons and zombies. (FR5 The Savage Frontier (1e)) In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. (FR5 The Savage Frontier (1e)) Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. (FR6 Dreams of the Red Wizards) These are the remains of adventurers who cursed the gods that put them here and were in turn cursed to become wandering skeletons in Phoenix. (I3-5 Desert of Desolation (1e)) The changing rooms may contain skeletons, created from the remains of dead adventurers who cursed the gods that put them here; they were, in tum cursed, to wander Phoenix for eternity, or until they are laid to rest. (I3-5 Desert of Desolation (1e)) Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e)) Talisman of the Restless Dead magic item. (OA3 Ochimo The Spirit Warrior (1e)) Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42) Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42) Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42) A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42) Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42) Not all such burials need be of human bodies! (Dragon 42) Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42) All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42) A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse. (Dragon 42) In the AD&D game, skeletons are magically animated by clerics or magic-users. (Dragon 138) The corpse used for the animate dead spell has been buried for so long that only bones remain (or perhaps all flesh is destroyed in the process of animation, leaving only bones). (Dragon 138) The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221) [i]Animate Dead[/i] spell. (Players Handbook (1e)) [i]Animate Dead[/i] spell. (Dungeon Master's Guide (1e)) [i]Animate Dead[/i] spell. (Oriental Adventures (1e)) [i]Animate Skeletons[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Skeleton Animal Skeleton:[/b] Animal skeletons are created from small vertebrates via the spell animate dead, which produces 1 skeleton per level of the casting cleric or magic-user. Animals smaller than squirrels or larger than hyenas cannot become animated skeletons. (Dragon 66) [b]Skeleton Animated:[/b] See Skeleton 'Enhanced', Animated Skeleton. [b]Skeleton Animated Giant Skeleton:[/b] ? [b]Skeleton Animated Skeleton of a Giant:[/b] ? [b]Skeleton Ankylosaurus:[/b] One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl. (The Complete White Ship Campaign) [b]Skeleton Ankylosaurus, Greater Dinosaur Skeleton:[/b] ? [b]Skeleton Apatosaurus:[/b] The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It is said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense. (FR5 The Savage Frontier (1e)) During Runemeet, the combined power of the shamans can cause the bones to come together as an apatosaurus skeleton. (FR5 The Savage Frontier (1e)) [b]Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead:[/b] Bloody bones are the undead, animated corpses of evil criminals cursed to continue their horrid trade long after they should have died. (Dragon 138) [b]Skeleton Cleric 1, Bones:[/b] ? [b]Skeleton Deinonythus Dinosaur:[/b] ? [b]Skeleton Dinosaur Deinonythus:[/b] See Skeleton Deinonythus Dinosaur. [b]Skeleton Dinosaur Greater:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Skeleton Dry Bones:[/b] ? [b]Skeleton Dwarf:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e)) [b]Skeleton 'Enhanced', Animated Skeleton:[/b] ? [b]Skeleton Fire Giant:[/b] [i]Animate Dead[/i] spell. (Dungeon Master's Guide (1e)) [b]Skeleton Fungi-Encrusted Intelligent Skeleton:[/b] ? [b]Skeleton Gem Eyes:[/b] Gem eyes are special undead creatures created by powerful magic-users. Each skeleton has a pair of glowing gems for eyes, and each pair of gems holds one magical spell. The power of the eyes is linked to the “unlife” of the creature. Hence, the magical power leaves the gems when the skeleton is reduced to zero or less hit points. (Dragon 138) The magic-users who create gem eyes take special care to make the skeletal life force stronger than normal (hence the 4 + 2 hit dice). The magic-user must be at least 11th level. Instead of animating 11 skeletons with an animate dead spell, the magic-user animates one gem-eyes skeleton with more hit dice. Theoretically, any magical spell could be put into the eyes (using enchant an item or permanency), but two factors limit the gems. Magical power. The spells used in the gems are normally fourth level or lower; and spells tied to the “natural” power of the gem types are easier to make permanent. (Dragon 138) [b]Skeleton Goblin:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e)) [b]Skeleton Greater:[/b] ? [b]Skeleton Greater, Corpse of a Mighty Dwarf, Olrik:[/b] On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor. (The Complete White Ship Campaign) This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power. (The Complete White Ship Campaign) [b]Skeleton Greater, Olrik:[/b] See Skeleton Greater, Corpse of a Mighty Dwarf, Olrik. [b]Skeleton Greater Dinosaur:[/b] See Skeleton Ankylosaurus, Greater Dinosaur Skeleton. [b]Skeleton Human:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e)) [b]Skeleton Intelligent Unturnable Skeleton:[/b] ? [b]Skeleton Monster:[/b] [i]Animate Dead Monsters[/i] spell. (Unearthed Arcana (1e)) [b]Skeleton Orc:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. (N5 Under Illefarn (1e)) [b]Skeleton Ruby:[/b] Ruby skeletons are specially enchanted skeletons. (CC1 Creature Compendium) [b]Skeleton Rupture:[/b] Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. (CC1 Creature Compendium) [b]Skeleton Shock Bones:[/b] Shock bones are skeletons animated by both magic and electricity. (Dragon 138) [b]Skeleton Skleros:[/b] Skleros are skeletons made from the corpses of highly trained warriors (fighters of 4th level or better) that still magically retain some of their past fighting skills. (Dragon 138) (Dragon 138) [b]Skeleton Stone:[/b] Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. (CC1 Creature Compendium) [b]Spirit Flailing:[/b] A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. (CC1 Creature Compendium) [b]Spirit Angry Very:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Spirit Nasty Pissed Off, The Dead, Very Angry Spirit:[/b] Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception. (The Folio #4 [1E & 5E Format] ROS4) [b]Spirit Nasty Pissed Off, The Dead, Very Angry Spirit, Fighter 8:[/b] ? [b]Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Cleric 8:[/b] ? [b]Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Magic-User 8:[/b] ? [b]Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Thief 8:[/b] ? [b]Spirit Pissed Off Nasty:[/b] See Spirit Nasty Pissed Off. [b]Spirit Very Angry:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Splin:[/b] See Buso Tigbanua, Splin. [b]Stone Skeleton:[/b] See Skeleton Stone. [b]Skeleton Strahd:[/b] See Strahd Skeleton. [b]Skeleton Tyrannosaurus:[/b] ? [b]Skeleton Warrior, Skeletal Warrior:[/b] It is said that the skeleton warriors were forced into their lich-like state ages ago by a powerful and evil demigod who trapped each of their souls in a golden circlet. (Fiend Folio) While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. (DL16 World of Krynn (1e)) Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. (DL16 World of Krynn (1e)) The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. (DL16 World of Krynn (1e)) She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. (DL16 World of Krynn (1e)) Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. (DL16 World of Krynn (1e)) His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. (DL16 World of Krynn (1e)) Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. (DL16 World of Krynn (1e)) She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. (DL16 World of Krynn (1e)) The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. (DL16 World of Krynn (1e)) Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. (DL16 World of Krynn (1e)) Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. (DL16 World of Krynn (1e)) This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. (DL16 World of Krynn (1e)) If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! (DL16 World of Krynn (1e)) Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. (DL16 World of Krynn (1e)) The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. (DL16 World of Krynn (1e)) Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. (DL16 World of Krynn (1e)) In most cases, skeleton warriors were powerful fighters or cavaliers (possibly paladins) who were seduced to the path of evil. Some claim Orcus or Demogorgon originally bound these warriors to be servants to the 12 death knights. Others claim that even today, powerful wizard/priests may learn the sorcerous methods of creating such monsters. (Dragon 126) His Knights, blind in their obedience to his will, remain with him still as skeleton warriors. (Dragonlance Adventures) [b]Skeleton Warrior, Tornum the Terrible, Royberno:[/b] ? [b]Skelter:[/b] The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user. (L1 The Secret of Bone Hill) [b]Skleros:[/b] See Skeleton Skleros. [b]Slow Shadow:[/b] Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. (WG5: Mordenkainen's Fantastic Adventure (1e)) Those killed by slow shadows are transformed into slow shadows, but these usually remain within 40 ft. of where they were killed. This, of course, suggests that wandering slow shadows are created, or summoned, and those that stay within one area are past victims. (WG5: Mordenkainen's Fantastic Adventure (1e)) [b]Solamnic Death Knight:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Sons of Kyuss:[/b] Kyuss was an evil high priest, creating the first of these creatures under instruction from an evil deity. (Fiend Folio) If the worm from a son of Kyuss reaches the brain, the victim becomes a son of Kyuss, the process of putrefaction setting in without further delay. (Fiend Folio) The origin of these horrid creatures dates back to an evil high priest named Kyuss. Originally meant as temple guardians, the “Sons” have, after the passing of Kyuss, continued to be fashioned by certain priests of the Egyptian deity Set, and may be found on many worlds where such worship exists. (Dragon 126) [b]Soth, Lord Loren:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]Spectral Minion:[/b] Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Like ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows, or quests. (DL8 Dragons of War (1e)) Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. (Dragonlance Adventures) Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death. (I5 Lost Tomb of Martek (1e)) They are long-dead Thune Dervishes who were caught half-way across the glass sea when dawn came. They are on the Skysea to search for a new god to worship and are cursed to stay here by the god they worshipped before. (I5 Lost Tomb of Martek (1e)) [b]Spectral Minion, Death Watch:[/b] ? [b]Spectral Minion, Lancer of Death:[/b] ? [b]Spectral Minion Berserker:[/b] Some agents of evil in the tower were driven into a berserking frenzy when the Cataclysm came upon the world. Though quested to find the Khas game pieces, they have rebelled against the task and have no hope of ever being freed from their charge. (DL8 Dragons of War (1e)) Some agents of evil are driven into a berserking frenzy when they become minions. This happened in many cases during the Cataclysm. These beings have rebelled against their quests and have no hope of ever being freed from their charges. (Dragonlance Adventures) [b]Spectral Minion Guardian:[/b] These minions were quested, at the death of Yarus, to guard the ways of the Khas pieces. (DL8 Dragons of War (1e)) These minions were quested to guard some passage or object. (Dragonlance Adventures) [b]Spectral Minion Philosopher:[/b] Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. (DL8 Dragons of War (1e)) [b]Spectral Minion Reveler:[/b] Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. (DL8 Dragons of War (1e)) These minions revel through the halls and places to which they are tied. They are often found dancing madly or laughing in groups while drinking spectral ale. They dine gluttonously and play parlor games. Their frolicking has a dangerous, hypnotic effect on mortals who see them . Often adventurers are drawn into these revels. These unfortunate mortals dance uncontrollably, losing Strength and will power, and become spectral minions unless someone rescues them. (Dragonlance Adventures) [b]Spectral Minion Searcher:[/b] These armed (broadswords) minions of evil stalk the halls of the tower, forever searching for the Khas game pieces. (DL8 Dragons of War (1e)) These armed minions of evil stalk their haunts, forever searching to fulfill their quests. (Dragonlance Adventures) [b]Spectral Minion Warrior:[/b] Both good and evil warrior minions wander the tower. They fight a battle with each other every day, neither side gaining an advantage, both sides grimly determined to win. (DL8 Dragons of War (1e)) These groups of minions are the spirits of mortals who were locked in mortal combat at the time of death. (Dragonlance Adventures) [b]Spectre:[/b] After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). (Monster Manual) Only humans can become spectres. Other races drained of life by a spectre simply die. (Lords of Darkness) This can also occur spontaneously when an evil or hateful NPC of Lawful Evil alignment dies. If that NPC has sufficient motivation (in the DM's judgment), he may return to haunt the living as an undead spectre. The NPC should make a saving throw vs. death magic. If successful, he becomes a spectre. (Lords of Darkness) Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e)) Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e)) Mordel and his assistant had opened one of the crypts (the one marked “F” on the map), and had taken various unpleasant substances from within. Mordel’s activities around the cemetery have disquieted some of the dead, and the occupant of this crypt is no exception. In life, he was a lawful evil assassin who entered the city disguised as a visiting cleric of Pholtus. While in Wintershiven, he died in a tragic accident and was interred-ironically enough-with great honor. His spirit was already troubled over his body being buried with people so antithetic to his alignment; now this last desecration proved to be the last straw. Ten rounds after the combat with Mordel begins, the occupant rises as a spectre. (WG8 Fate of Istus (1e/2e)) Those who die from the blautsauger without eating the earth from its grave become spectres. (Dragon 25) Spectres are the cursed souls of those who ruthlessly oppressed their fellow men during their lifetime (the character of Jacob Marly from A Christmas Carol provides a good example). Bound to wander the land they ruled, particularly its most desolate and isolated regions, spectres hate the living for the torment of unrest they endure. A fair number of spectres were very powerful and feared as political figures in life, particularly tyrants who were fighters, thieves, or assassins. (Dragon 126) When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres. (Dungeon 215) [i]Spectre Production[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) [b]Spectre, Endorovitch the Terrible:[/b] This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never did get over his guilt and, in his madness, killed many in his lifetime. (I6 Ravenloft) [b]Spectre, Habrauk Al-Nirin:[/b] ? [b]Spectre, Kelman Osterlaker:[/b] ? [b]Spectre, Lightmal the Dark:[/b] ? [b]Spectre, Masako:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness) During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness) Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness) Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness) Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness) Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness) However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness) [b]Spectre, Pin Mo Nom, The Headtaker:[/b] ? [b]Spectre, Tanomitsu Isui:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness) During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness) Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness) Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. (Lords of Darkness) Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness) Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness) Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness) However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness) [b]Spectre, Tanomitsu Mitsuro:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. (Lords of Darkness) During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro's aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. (Lords of Darkness) Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. (Lords of Darkness) Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. (Lords of Darkness) Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. (Lords of Darkness) Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. (Lords of Darkness) However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. (Lords of Darkness) [b]Spectre, Thellactin Mianns:[/b] ? [b]Spectre, Yettergun Folie:[/b] ? [b]Spectre Bushi:[/b] Ignoring the other bushi, whose advance has slowed, the spirit grapples with the man it had cornered. He, too, cries out and collapses to the walkway – but the spirit maintains its grip. In a moment, a transparent ghost-like form rises from the bushi's body and follows the first spirit down the battlement stairs and into the courtyard. (Lords of Darkness) [b]Spectre Crawling:[/b] ? [b]Spectre Dust:[/b] See Dust Specter, Dust Spectre. [b]Spectre Half-Strength Spectre:[/b] Any human totally drained of life energy by a spectre becomes a half-strength spectre under the control of the spectre which drained him. (Monster Manual) Any human drained completely of life energy by a spectre becomes a half-strength spectre under its control. Any human victim completely drained of life becomes a half-strength spectre under command of the one that slew it. (Lords of Darkness) When a person is drained of life by a spectre, his body does not vanish into thin air. Rather, the corpse remains, the soul leaves, and the negative part of the being that is jealous and hateful of life takes form as a spectre. Only humans can become spectres. Other races drained of life by a spectre simply die. (Lords of Darkness) This was a normal spectral existence as long as the castle was in ruins. But since it has been rebuilt by the Yamashita, the spectres' anger is stirred. Not only is their resting place disturbed, but it is now inhabited by their enemies. Mitsuro, the most powerful of the three, wants to destroy the Yamashita that inhabit “his” castle. He and his spectral companions are draining the castle residents of life one by one, converting them to spectres under Tanomitsu control. (Lords of Darkness) PCs slain by these half-strength spectre's become half-strength spectres also under the control of Tanomitsu Mitsuro. (Lords of Darkness) [b]Spectre Handmaiden, Ninoye:[/b] “So sorry, Lord . . .” he gasps, “. . . your wife's handmaiden, taken by a spirit as she served dinner . . .” (Lords of Darkness) [b]Spellseer, Kartak:[/b] See Lich Magic User 31, Kartak Spellseer. [b]Spirit:[/b] ? [b]Spirit, Yushi:[/b] ? [b]Spirit Flying:[/b] See Flying Spirit. [b]Spirit Helpful:[/b] See Helpful Spirit. [b]Spirit Hengeyokai Mantis Monk 6:[/b] ? [b]Spirit of the Dead:[/b] The spirits of the dead are descended from those who lived evil or unfulfilled existences when they were alive. For this, they have been judged by the Lords of Karma to eternally walk the Earth as spirits, forever in torment. (Kara-Tur: The Eastern Realms (1e)) [b]Spirit Samurai:[/b] ? [b]Spirit Starving:[/b] See Gaki Nin-Chu-Ju-Gaki, Starving Spirit. [b]Spirit Warrior:[/b] See Ochimo, Spirit Warrior. [b]Spirit-Ghoul:[/b] See Ghoul Spirit Ghoul. [b]St. Kargoth, King of the Death Knights:[/b] See Death Knight, St. Kargoth, King of the Death Knights. [b]Stan:[/b] See Death Knight, Stan. [b]Standard Zombie:[/b] See Zombie, Standard Zombie. [b]Starving Spirit:[/b] See Gaki, Hungry Ghost, Nin-Chu-Ju-Gaki, Starving Spirit. [b]Stinworthy, Ellen:[/b] See Mummy, Ellen Stinworthy. [b]Strahd Skeletal Steed:[/b] These are skeletal war horses that the creature has animated. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Strahd Skeleton:[/b] These skeletons have been animated by the Creature. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Strahd von Zarovich:[/b] See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr. [b]Strahd Von Zarovich:[/b] See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd. [b]Strahd Zombie:[/b] They were called into being through a dark magic, now forgotten even by Strahd himself. Strahd zombies were created from the long-dead guards of Castle Ravenloft. (I6 Ravenloft) These zombies are the creations of the Creature Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Strahd Zombie, Master Ilmen:[/b] ? [b]Striga:[/b] A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). (CC1 Creature Compendium) [i]Create Striga[/i] spell. (CC1 Creature Compendium) [b]Sundel Bolong:[/b] ? [b]Supernatural Phenomena:[/b] See Ghostly Matter, Ghostly Phenomena, Supernatural Phenomena. [b]Suradel the Scholar:[/b] See Vampire, Suradel the Scholar. [b]Sword of Tyr:[/b] See Undead Paladin, Ralogorax, Sword of Tyr. [b]Szass Tam:[/b] See Lich Magic-User 24, Zulkir Szass Tam. [b]Tagamaling Buso:[/b] See Buso Tagamaling. [b]Tahiro, Otomo:[/b] See Ghost Permanent Haunt, Otomo Tahiro. [b]Tam, Szass:[/b] See Lich Magic-User 24, Zulkir Szass Tam. [b]Tangle:[/b] See Wraith, Master Tangle. [b]Tann, Shingol:[/b] See Wraith, Shingol Tann. [b]Tanomitsu Isui:[/b] See Spectre, Tanomitsu Isui. [b]Tanomitsu Mitsuro:[/b] See Spectre, Tanomitsu Mitsuro. [b]Teece, Sharon:[/b] See Groaning Spirit, Sharon Teece [b]Tepes, Vlad:[/b] See Vampire, Dracula, Vlad Tepes. [b]Tharuighagh:[/b] See Lich, Tharuighagh. [b]The Black Rose Knight:[/b] See Death Knight, Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose, The Black Rose Knight. [b]The Creature:[/b] See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd. [b]The Dead:[/b] See Undead, The Dead. [b]The Dead:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]The Dead:[/b] See Zombie, The Dead. [b]The First Vampyr:[/b] See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr. [b]The Headtaker:[/b] See Spectre, Pin Mo Nom, The Headtaker. [b]The Horn of the Dawn:[/b] See Undead Knight Returned, Virkhus, The Horn of the Dawn. [b]Thellactin Mianns:[/b] See Spectre, Thellactin Mianns. [b]Thief 8:[/b] See Spirit Nasty Pissed Off, Very Angry Spirit, The Dead, Thief 8. [b]Thims, Wren:[/b] See Wraith, Wren Thims. [b]Thinn Balder:[/b] See Zombie, Thinn Balder. [b]Tigbanua Buso:[/b] See Buso Tigbanua. [b]Tl'a'ikith:[/b] ? [b]Tloques-Popolokas:[/b] See Vampire, Tloques-Popolokas. [b]Tolenkov, Vlad:[/b] See Vampire Magic User 15, Vlad Tolenkov. [b]Tommy Rawhead:[/b] See Skeleton Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead. [b]Toragi:[/b] See Kuei, Lord Toragi. [b]Tornum the Terrible:[/b] See Skeleton Warrior, Tornum the Terrible, Royberno. [b]Tortured Ghost, Lady Reumyo:[/b] See Ghost Daughter, Tortured Ghost, Lady Reumyo. [b]Tower Botanist Ghost of the:[/b] See Groaning Spirit, Ghost of the Tower Botanist. [b]Two-Headed Giant With Rotting Flesh:[/b] See Undead Ettin, Two-Headed Giant With Rotting Flesh. [b]Two-Headed Lich:[/b] See Lich Two-Headed Lich. [b]Tyerkow:[/b] ? [b]Tyrannosaurus Skeleton:[/b] See Skeleton Tyrannosaurus. [b]Undead Boar:[/b] ? [b]Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus:[/b] Yarus, Lord High Cleric of the Knights of Solamnia was the most powerful man in Solamnia. He sat atop his great tower, built in the Westgate Pass south of Palanthus, and watched the world pass. (DL8 Dragons of War (1e)) Yarus came from a very old line of Solamnic Clerics. His forefathers had been of the Order of the Crown since the days of Vinas Solamnus. (DL8 Dragons of War (1e)) Yarus was not concerned for the power of his position but for the good works he could perform while there. Ever and always was he an opponent of evil. Thus it might seem strange that he befriended his greatest enemy. (DL8 Dragons of War (1e)) Kurnos was the greatest tyrant remaining during the Age of Might. Himself a prisoner of Yarus, he was treated more like a guest than someone taken in battle. (DL8 Dragons of War (1e)) Both men found their greatest diversion in games of Khas. They would amuse themselves for hours on end, playing games that would last for weeks. So even were they in their final game that it continued for over four months with neither gaining the advantage. They were playing when the Cataclysm came. A great pillar in the Hall of Yarus fell as they played. It struck Yarus from behind, knocking him from his chair. The pillar crushed his body and pinned one of his hands at his side. Thus did Yarus find himself powerless and dying. (DL8 Dragons of War (1e)) Kurnos, sitting placidly in his chair despite the destruction that raged outside, looked silently for a moment at Yarus, then smiled. Slowly rising to his feet, the evil bishop reached out with both arms and swept the pieces to his side of the board. “Your men are mine, I have won!” (DL8 Dragons of War (1e)) With his free hand, Yarus gestured once and all his Khas pieces disappeared from the board. With this last mortal gesture, Yarus died. Yet as the fire burned in Kurnos’s eyes, the voice of Yarus filled the domed hall. “I will return to finish our game, friend Kurnos, when the 33rd piece is come.” (DL8 Dragons of War (1e)) [b]Undead Collected Matter Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Undead Crewman:[/b] See Zombie Greater Crewman, Undead Crewman. [b]Undead Cyclops Greater:[/b] ? [b]Undead Cyclops Greater, Giant Undead Cyclops, Great Cyclops:[/b] ? [b]Undead Dwarven Samurai, Captain Fu:[/b] ? [b]Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza:[/b] He has been turned into an undead by Molo, his soul malformed and corrupted. (The Complete White Ship Campaign) [b]Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Undead Dwarven Samurai, Lord Drago Shenza:[/b] See Undead Dwarven Samurai, Fallen Patron, Lord Drago Shenza. [b]Undead Dwarven Samurai, Lord Karata Shenza:[/b] Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead. [b]Undead Ettin, Two-Headed Giant With Rotting Flesh:[/b] ? [b]Undead Great Monstrosity:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Undead Greater:[/b] See Greater Undead. [b]Undead Greater Cyclops:[/b] See Undead Cyclops Greater. [b]Undead Guard Jack:[/b] See Undead Jack Guard. [b]Undead Guard Large:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Undead Horrific, Lord Karata Shenza:[/b] See Undead Dwarven Samurai, Horrific Undead, Lord Karata Shenza. [b]Undead Horse:[/b] ? [b]Undead Intelligent:[/b] ? [b]Undead Jack Guard:[/b] ? [b]Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter:[/b] ? [b]Undead Jack Guard, Large Undead Guard, Elite Jack Guard:[/b] ? [b]Undead Knight Returned, Virkhus, The Horn of the Dawn:[/b] ? [b]Undead Large Guard:[/b] See Undead Jack Guard, Large Undead Guard, Elite Jack Guard. [b]Undead Lesser:[/b] When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e)) [b]Undead Magic-User 10, Munafik:[/b] Munafik read old and wicked books to prolong his life, but the books turned him undead. (I3-5 Desert of Desolation (1e)) Great Munafik/the priest most high. (I3 Pharoah (1e)) Munafik, priest was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age. Munafik searched too, for life eternal and some say that he sought to rob the pharaohs of their right to that life. (I3 Pharoah (1e)) But through his study of all the Books of secret lore he only sought to serve. (I3 Pharoah (1e)) In truth Munafik’s search was rewarded for the books showed him the way of life eternal here. (I3 Pharoah (1e)) Munafik read old and wicked books to prolong his life, but the books turned him undead. (I3 Pharoah (1e)) [b]Undead Matter Collected Conflagration of:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Undead Mindless:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse:[/b] ? [b]Undead Monstrosity Great:[/b] See Undead Monstrosity, Conflagration of Collected Undead Matter, Great Undead Monstrosity, Pile of Refuse. [b]Undead Mount:[/b] [i]Undead Mount[/i] spell. (Lords of Darkness) [b]Undead Owlbear:[/b] ? [b]Undead Paladin, Ralogorax, Sword of Tyr:[/b] ? [b]Undead Pirate Zombie:[/b] See Zombie Undead Pirate. [b]Undead Ronin:[/b] The world grows hazy for a moment, as if you had slipped into a meditative trance. You see the image of a great black cat, a leopard, bound with a huge chain made up of links similar to the figure in your hand. A mighty warrior smashes those links, setting the creature free of its oppressors. Much of the chain is recovered and taken elsewhere, but this one piece is taken by another and moved to a shrine in the Joi Chang Peninsula. (OA5 Mad Monkey vs the Dragon Claw (1e)) A group of Kozakuran ronin, fallen from their once-noble standards, raid the shrine and slay all the priests but one, demanding to know the magic of the ivory piece. The old man only states that “a chain is made up of all its links.” Puzzled, the ronin and his friends slay the last priest and take the ivory. With his last words, the priest utters an ancient curse on the ronin. (OA5 Mad Monkey vs the Dragon Claw (1e)) Now the ronin are arguing. The one with the ivory piece is slain by a blow to the head, and stumbles back into a well. As he falls, the other former samurai draw their weapons and attack each other. (OA5 Mad Monkey vs the Dragon Claw (1e)) The ancient curse was for the four ronin to become eternal guardians of the fragment of chain. (OA5 Mad Monkey vs the Dragon Claw (1e)) [b]Undead Sailor:[/b] ? [b]Undead Samurai Dwarven:[/b] See Undead Dwarven Samurai. [b]Undead Warrior:[/b] Ancient undead warriors are accidentally raised from their graves by a group of rice farmers extending an irrigation canal near the village of Gawat. Coming out of an extensive unmarked sepulcher the monsters attack and kill six of the diggers. (Kara-Tur: The Eastern Realms (1e)) [b]Undead Wolverine:[/b] ? [b]Undead Zombie Pirate:[/b] See Zombie Undead Pirate. [b]Uwil:[/b] See Memedi Common Uwil. [b]Vampire:[/b] Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. (Monster Manual) Curse on Sakatha's spell book. (I2 Tomb of the Lizard King) These are old, hapless victims of the Count. (I6 Ravenloft) Anyone totally drained by a vampire becomes a vampire in one day. (Monster Cards Set 4) One must also consider the question of origin. If people can only become vampires through the bite of a vampire, where did the first one come from? According to the legends, the means can range from a simple death-bed curse and excommunication, through ancestry (e.g. one type was to be an Albanian of Turkish origin, another was to have red hair), through witchcraft, to violent death. The latter one is the easiest method for D&D. Hence, any body left unguarded without a Bless spell from a cleric will become a vampire within seven days. (Dragon 25) A Vampire can have its minions buy a figure it has killed so that human can rise as a Vampire on the next night. Note that humanoids and demihumans can NOT become vampires. (Dragon 30) Inadvertent creation of a Vampire is possible in either case if a body killed by a Vampire is buried and subsequently the body is dug up (assuming that the burying of the Vampire’s kill does not properly prevent the body from rising again as a Vampire). (Dragon 30) This brings up the point of how a body can be properly “disposed of” after being killed by a Vampire or a “lesser” Vampire. This process should be a simple one and accomplishable in a few ways: 1. The body and head can be separated; 2. The body can be burned; 3. The body can be disposed of just as a Vampire would be disposed of; or 4. The body is drained of blood and either a Bless, Prayer, Chant or Exorcism is said over the corpse. Other reasonable means can be ruled on by the DM. (Dragon 30) The next big area of argument comes over what type of monster results when a Vampire kills a human, the human is buried, and then is unearthed the next night (or later). How the figure is killed is one major bone of contention: Does the figure die due to damage or due to being drained to zero level? If the figure dies due to damage (not all necessarily from the Vampire), then the figure can retain abilities from his/her former profession. If a 12th-level Wizard, for example, is wounded by some form of attack and is then touched by a Vampire such that he becomes a Necromancer but is also killed due to damage of the Vampire’s touch, the resultant monster will be a “lesser” Vampire who is also a Necromancer! (Dragon 30) If the figure dies by full draining, then all former profession abilities and levels are lost — the figure is a vampire, nothing more. (Dragon 30) Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42) Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42) Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42) A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42) Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42) Not all such burials need be of human bodies! (Dragon 42) Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42) All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42) If so desired, a vampire can transform its victims into vampires, thus spreading the curse of the undead. Only a select few of the victims become vampires; most victims merely die as a result of being drained by the bite of a vampire. (Dragon 126) In Slavic folklore, the vampire and the werewolf are closely related. In fact, the surest way to become a vampire after death is to have been a werewolf in life. Another way to become a vampire is to eat the flesh of an animal that has been killed by a wolf (especially a werewolf in wolf form). The idea is that the wolf's bite has spread the contagion. (Dragon 126) The actual origins of vampires are lost in time, though they are among the greatest and most evil servants of Orcus. (Dragon 126) [i]Unlife[/i] spell. (Lords of Darkness) [i]Vampire Production[/i] spell. (Dragon 76) [b]Vampire, Angelique:[/b] ? [b]Vampire, Arlie Esterbridge:[/b] ? [b]Vampire, Charity Bliss:[/b] ? [b]Vampire, Ctenmir:[/b] ? [b]Vampire, Dracula, Vlad Tepes:[/b] Dracula is assumed to have been reborn as a true vampire after his death. (Dragon 126) [b]Vampire, Emma Kelley:[/b] ? [b]Vampire, Helga:[/b] She claims to be the daughter of a villager, cruelly forced into service of the Strahd. She will plead on her hands and knees, if necessary, to be saved from this awful place. She will play the part of the innocent female to the last, only revealing her ferocity as a vampire when she attacks. She is, in fact, the daughter of one of the townspeople but she chose a life of evil with Strahd. (I6 Ravenloft) [b]Vampire, Jeremiah Morningmist:[/b] The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. (Lords of Darkness) Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. (Lords of Darkness) [b]Vampire, Molly Grayswit:[/b] Watching here is a vampire, a young woman who disappeared from town some weeks ago. Her parents presumed she had run off with a sailor, not realizing she had fallen victim to Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Vampire, Nerlax:[/b] ? [b]Vampire, Sasha Iviliskova:[/b] This vampire is an old wife of Strahd's, a townsperson now under his control. (I6 Ravenloft) [b]Vampire, Suradel the Scholar:[/b] Unknown to his subjects, Suradel was cursed with vampirism before his death. (C5 The Bane of Llewellyn (1e)) [b]Vampire, Tloques-Popolokas:[/b] He does not drain blood in the normal vampire manner, but must first drain it into a receptacle and then drink it. He is thus not a typical vampire, gaining his powers through his allegiance to Zotz. (C1 The Hidden Shrine of Tamoachan (1e)) [b]Vampire, Yattele-Ettes:[/b] ? [b]Vampire Alp:[/b] ? [b]Vampire Anananngel:[/b] ? [b]Vampire Asanbosam:[/b] ? [b]Vampire Blautsauger:[/b] It can only turn its victims into vampires by forcing them to eat earth from its grave. Those who consume the earth will become vampires when they die, even if not killed by the blautsauger. Only a wish will prevent this. (Dragon 25) [b]Vampire Bruxa:[/b] ? [b]Vampire Burcolakas:[/b] ? [b]Vampire Catacano:[/b] ? [b]Vampire Ch'ing-Shih:[/b] ? [b]Vampire Ch'ing Shih:[/b] The ch'ing shih is a kind of Chinese vampire. Like the vrykolakas, the corpse is actually animated by a sort of demon who preserves the corpse from decay so that it can prey on the living. Unlike the vrykolakas, however, the demon animating the corpse is not entirely alien. (Dragon 126) The Chinese believed that a person has two souls: the Hun, or superior soul which is aligned with the spirits of goodness; and the P'o, or inferior soul, which is aligned with the spirits of evil. If a body is not given the proper funeral rites, the P'o can seize control and animate the corpse. A particularly evil person may become a ch'ing shih by purposely separating the two souls. The superior soul can be stored someplace outside the body (much like in the magic jar spell) while the inferior soul is given free reign. When the person dies, he will return from the grave to work evil. (Dragon 126) Evil P'o animating the corpse. (Dragon 126) [b]Vampire Cleric 7:[/b] ? [b]Vampire Cleric 8:[/b] ? [b]Vampire Cleric 9:[/b] ? [b]Vampire Cleric 10:[/b] ? [b]Vampire Drow Vampire, Belgos:[/b] ? [b]Vampire Eastern:[/b] Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. (Monster Manual) [b]Vampire Ekimmu:[/b] ? [b]Vampire Fighter 13, Drelnza:[/b] ? [b]Vampire Greater:[/b] It is from the life-draining kiss of the succubus that greater vampires are born. (Lords of Darkness) A variant form of vampire has been recorded which originates from the life-draining kiss of a succubus; high-level characters actually slain in this manner arise as vampires of exceptional strength and ability within a fortnight. (Dragon 126) [b]Vampire Greater, Jonathan Morningmist:[/b] The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. (Lords of Darkness) Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. (Lords of Darkness) Jonathon, so drained by the succubus, had become a greater vampire, possessing power like his brother, Jeremiah, but able to walk the Earth during daylight hours. (Lords of Darkness) [b]Vampire Guard:[/b] This is a city guard who was attacked by Jeremiah and has since become a vampire. (Lords of Darkness) [b]Vampire Hill Giant:[/b] ? [b]Vampire Hill Giant Shaman 6:[/b] ? [b]Vampire Krvopijac:[/b] ? [b]Vampire Lesser:[/b] To use the word “lesser” in regard to any vampire is a misnomer, but the typical vampire begins as a luckless mortal who falls prey to one of these creatures of the opposite sex. It is through the original vampire's feeding off the blood of the host that this process takes place, with the host creature losing one experience level per feeding until death. Within 24 hours after burial, the host then arises as a vampire under the control of its original slayer, remaining under its dominion until the slayer is itself somehow destroyed. (Lords of Darkness) If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e)) [b]Vampire Lesser Thief 4:[/b] If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. (Dungeon Master's Guide (1e)) [b]Vampire Lobishumen:[/b] ? [b]Vampire Magic-User 9:[/b] ? [b]Vampire Magic-User 10:[/b] ? [b]Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr:[/b] The death she saw in me turned her from me. And so I came to hate death, my death. My hate is very strong; I would not be called "death" so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood. (I6 Ravenloft) I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. (I6 Ravenloft) It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. (I6 Ravenloft) Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (I6 Ravenloft) [b]Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd:[/b] I am rebirth, I am flight. The troubles of my previous life fade into shadows alone. I was peace itself. I was good and just. I practiced my arts for the benefit of all and healed the land with the gifts of a just god but the torment of my own dark self followed me. Within me was darkness, and hatred and envy. As I looked about, so too did this black shadow of mankind's soul seep slowly into all that I did, diluting its power and sapping its strength. (I10: Ravenloft II: The House on Gryphon Hill (1e)) My own darkness, my own doubting, hatred and rage poisoned me as well; with so much done in the service of others, my own spite and pride tore at me in the back of my mind. In the end, it said to me, all there is, is death, and all these good works will be for naught. (I10: Ravenloft II: The House on Gryphon Hill (1e)) Then came the vision. I saw a way by which I might rid myself of my own darkness. Indeed, might I not rid all mankind of its darker self? This would surely be perfection, joy and treasure. This was the Apparatus and once my mind conceived it, I could not rest until its completion. (I10: Ravenloft II: The House on Gryphon Hill (1e)) Many nights did I work in the darkness of my secluded laboratory, my mind fevered with the immensity of what I would accomplish. Yet did success elude me! Failure after failure did I suffer. The key to the banishment of our darker self was ever hanging before me, without shape or substance; ever in a haze of taunting obscurity. (I10: Ravenloft II: The House on Gryphon Hill (1e)) One night my tortured soul boiled with hate and anger. I cried out! “Why had the gods made man so? Why must we be tortured by contrast in this life, faced constantly with the choice of light and dark?” I would conquer this if I could. I would defy such law! (I10: Ravenloft II: The House on Gryphon Hill (1e)) Then came to me with clarity the knowledge of what I must do. I saw the missing piece, its rod of crystal hewn just so; its length just thus. The sulphur sphere . . . it all made sense. I vowed to leave thus for a time the paths decreed by the just gods, for in the end much good could be accomplished . . . surely the gods would understand the need of that. Within a fortnight the deed was done. The Apparatus stood complete within my laboratory. The great sulphur ball in its mechanism, the receptors below all arranged properly about the lead glass sphere. The tests had all been successful . . . I could let no one but myself be the first within that chamber. (I10: Ravenloft II: The House on Gryphon Hill (1e)) The power surged with the spinning sphere. Lightning laced the chamber. Arrows of brilliance flew from the receptors and pierced the glass . . . my soul! The darkness encompassed me . . . it screamed! (I10: Ravenloft II: The House on Gryphon Hill (1e)) When at last I awoke, I was free. Yet the great experiment worked all too well. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I could marry with good conscience the woman I loved and know that the darker self within me would be no obstacle to our joy and happiness. We were betrothed and the date was set. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I gave no thought then to where my darker soul had been sent. Where that part of me lived, I did not know. My pride had played one last trick upon me. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I continued my questing to perfect my device when on a terrible night of storm the Apparatus fled from my control and black darkness solidified within the crystal globe. From whence I had sent my dark self . . . it had returned! (I10: Ravenloft II: The House on Gryphon Hill (1e)) Now it has taken form, unbidden and terrible. The creature . . . for no other name would suit . . . emerged from the shattering globe. I fled from the house in terror that such horror should have existed within me, only to return! (I10: Ravenloft II: The House on Gryphon Hill (1e)) I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was the warrior. I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand. (I10: Ravenloft II: The House on Gryphon Hill (1e)) All goodness slipped from my life; I found my youth and strength gone and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god's grace or justice. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both. (I10: Ravenloft II: The House on Gryphon Hill (1e)) From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy” and “treasure.” Her name was Tatyana and I longed for her to be mine. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—”elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set. (I10: Ravenloft II: The House on Gryphon Hill (1e)) With words she called me “brother,” but when I looked into her eyes they reflected another name..death.. It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine. (I10: Ravenloft II: The House on Gryphon Hill (1e)) The death she saw in me turned her from me. And so I came to hate death,my death. My hate is very strong. I would not be called “death” so soon. (I10: Ravenloft II: The House on Gryphon Hill (1e)) I made a pact with death, a pact of blood. On the day of the wedding I killed Sergei, my brother. My pact was sealed with his blood. I found Tatyana weeping in the garden east of chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. (I10: Ravenloft II: The House on Gryphon Hill (1e)) It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. (I10: Ravenloft II: The House on Gryphon Hill (1e)) Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (I10: Ravenloft II: The House on Gryphon Hill (1e)) Worse still, he had the audacity to use the machine on himself. Indeed, this enchanted engine drained all that was evil from the body of the Alchemist and cast it out. But the exiled evil did not dissolve into nothingness but rather gained a malignant nonlife of its own in a land far distant. Now, that abomination has returned to confront the Alchemist and to claim the life-rights it was denied by its creator. This is the vampire, the Creature Strahd. (I10: Ravenloft II: The House on Gryphon Hill (1e)) [b]Vampire Magic-User 11:[/b] ? [b]Vampire Magic-User 12:[/b] ? [b]Vampire Magic User 15, Vlad Tolenkov:[/b] ? [b]Vampire Maiden:[/b] See Maiden Vampire. [b]Vampire Mulo:[/b] ? [b]Vampire Nosferat:[/b] ? [b]Vampire Nuban, Man With Chocolate-Colored Skin:[/b] ? [b]Vampire Vampiric Lizard King Magic-User 9, Sakatha:[/b] As Sakatha lay dying on the field, his shattered army scattering all around him, he spoke his final wish: that he might live to drink the very blood of those who had defeated him, and the blood of their offspring through the ages. Thus it was that Sakatha, by means of this badly worded dying wish, provided the means for his own return. After 200 years he has come back in a new form, a form suited to fulfill the contents of his wish exactly: Sakatha has awakened as a vampire. (I2 Tomb of the Lizard King) The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. (I2 Tomb of the Lizard King) [b]Vampire Vampiric Lizard Man:[/b] The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. (I2 Tomb of the Lizard King) [b]Vampire Vampiric Lizard Man Female:[/b] ? [b]Vampire Vampiric Lizard Man Female, Bride of Sakatha, Lizard Vampire:[/b] ? [b]Vampire Vlkodak:[/b] ? [b]Vampire Vrykolakas:[/b] The vrykolakas is not self-animated. Instead, an evil spirit enters the body, causing it to move about. The vrykolakas would thus be the result of a bizarre kind of demonic possession, all the more terrible because the dead person has no mind to actively resist the takeover. (Dragon 126) One common practice of the vrykolakas is to seat itself upon a sleeping victim and, by its enormous weight and horrific presence, cause an agonizing sense of oppression. A victim who dies from this oppression will himself become a vrykolakas. (Dragon 126) [b]Vampire Vrykolakas Great Vrykolakas:[/b] The vrykolakas monster after 80 days have passed since it came into existence. (Dragon 126) After 80 days, the vrykolakas gains enough power to become a great vrykolakas.. (Dragon 126) [b]Vampire-Spectre Ch'ang-Kuei:[/b] ? [b]Vampiric Ixitxachitl:[/b] See Ixitxachitl Vampiric. [b]Vampiric Kappa:[/b] See Kappa Vampiric. [b]Vampiric Lizard King:[/b] See Vampire Vampiric Lizard King. [b]Vampiric Lizard Man:[/b] See Vampire Vampiric Lizard Man. [b]Vampiric Plantmen:[/b] See Orchonos, Vampiric Plantmen. [b]Vecna:[/b] See Lich Arch-Lich, Vecna. [b]Vecna:[/b] See Phantom, Vecna. [b]Velikovna, Patrina:[/b] See Groaning Spirit, Patrina Velikovna. [b]Very Angry Spirit:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Victim Murder, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Vinjarek:[/b] See Wight Great, Vinjarek. [b]Virkhus:[/b] See Undead Knight Returned, Virkhus, The Horn of the Dawn. [b]Vision:[/b] ? [b]Vlaakith:[/b] See Lich, Vlaakith, Githyannki Lich-Queen. [b]Vlad Tepes:[/b] See Vampire, Dracula, Vlad Tepes. [b]Vlad Tolenkov:[/b] See Vampire Magic User 15, Vlad Tolenkov. [b]Vlkodak:[/b] See Vampire Vlkodak. [b]von Zarovich, Strahd:[/b] See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr. [b]Von Zarovich, Strahd:[/b] See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd. [b]Vrykolakas:[/b] See Vampire Vrykolakas. [b]Walking Dead:[/b] See Zombie Walking Dead. [b]Wandering Dead:[/b] See Zombie Shadow Stuff, Quick Zombie, Wandering Dead. [b]Wands, Detrinius:[/b] See Lich Magic-User 20, Detrinius Wands. [b]Warrior Spectral Minion:[/b] See Spectral Minion Warrior. [b]Water Ghost Korean:[/b] See Ghost Korean Water. [b]Water Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul, Marine Ghoul, Sea Ghoul, Water Ghoul. [b]Water Korean Ghost:[/b] See Ghost Korean Water. [b]Water Ochimo:[/b] See Ochimo Water. [b]Wedon:[/b] See Memedi Common Wedon. [b]Welstap, Geam:[/b] See Wraith, Geam Welstap. [b]Wendigo:[/b] These wendigos might be people who entered into a pact with certain evil spirits that lurk in the forest and help these people kill their victims. Perhaps these wendigos were humans who gazed upon the mythical being Wendigo, as in the Indian myths. (Dragon 138) [b]Wexelar:[/b] See Ghoul, Wexelar. [b]White Ship Zombie:[/b] See Zombie White Ship. [b]Wife, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Wife Ghostly:[/b] See Ghostly Wife. [b]Wife Ghostly, Lady Astrid Aldenmier:[/b] See Ghostly Apparition, Apparition, Ghost, Ghostly Wife, Murder Victim, Wife, Lady Astrid Aldenmier. [b]Wight:[/b] Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. (Monster Manual) Wights are formed from the bodies of men and women of noble birth who are buried in earthen tombs. There, their bodies are sought out by an evil spirit of power which has no way of interacting with the Prime Material Plane unless he inhabits such a body. (Lords of Darkness) When the spirit inhabits the body, it halts the normal process of decay and instead works its magic to partially petrify the body. When the body has the right balance of flesh and mineral, it can move again under the spirit's guidance. (Lords of Darkness) Why the spirit wants to return to a semi-fleshy form is unknown. (Lords of Darkness) If a lichnee enters another's corpse, he is limited to the corpse's living strength, and will have no more than 4 hit dice. The intelligence and wisdom of the lichnee candidate are preserved, and the corpse will rise after 1d3 turns of apparent continuing death (the lichnee's presence being undetectable during this time) as a wight. (Lords of Darkness) Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e)) Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e)) Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3-5 Desert of Desolation (1e)) "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e)) “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e)) Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3 Pharoah (1e)) The portable hole contains a jeweled crown (80,000 gp), a gem-set orb (50,000 gp), and a scepter likewise encrusted with precious stones (65,000 gp) which were the lich’s in life. They now bear a curse which affects any living creature that takes them. The magic will turn the individual or individuals into a wight after sickening and dying. The curse can only be removed by a cleric of 20th or higher level. (The items radiate both magic and evil.) (GDQ 1-7 Queen of the Spiders) The wight was once a brutal mercenary captain, who came to Harper's Hold to force Diambeth into giving him some information that the hard wished to keep secret. When it became obvious he had no choice, the bard summoned his guardian from room 2 to slay the captain. While there would he no legal consequences from his act, Diambeth decided it would be best if the captain's colleagues never found out about his fate. Rather than dumping the body outside his grounds as he would otherwise have done, the bard made other arrangements: a secret chamber, where the captain would remain undisturbed. As with others of great evil, however, the captain's spirit didn't find rest. Consumed with hatred for Diambeth-which, over the years, generalized to hatred for the living-the captain became a wight. (WG8 Fate of Istus (1e/2e)) The true origin of wights remains a mystery. Some sages claim they are the fates of evil humans who, through illness or deliberate design, are buried alive, and through their anger and sheer willpower remain in a state of unlife to seek revenge. Others say wights are evil guardians, the spirits of loyal henchmen who were slain and buried with their lieges to protect their former masters from desecration. (Dragon 126) The noises are, of course, the mayor – now turned to a wight over the anger of having been buried alive. (Dragon 126) [i]Unlife[/i] spell. (Lords of Darkness) [i]Wight Production[/i] spell. (Dragon 76) [b]Wight, Ayocuan:[/b] ? [b]Wight, Emory Maus:[/b] ? [b]Wight, Jerimy Estmore:[/b] ? [b]Wight, Karen Edgerton:[/b] ? [b]Wight, Kattle Lisbury:[/b] ? [b]Wight, Momsin Alenny:[/b] ? [b]Wight Great:[/b] The great wight is a leader of wights, a very rare creature that can only form from the body of a being of consecrated royal blood. The original body must have been of lawful good alignment and been dedicated to the service of a lawful good deity, then fallen from grace and not been reconciled to the religion of his birth before he died. (Lords of Darkness) Despite the statements of Jilda the Sage, great wights come from no more noble a background than their followers. A great wight is simply a wight that has managed to absorb enough life energy to gain in power. This to some extent explains the enthusiasm of wights in attacking their prey. The more successful a wight is at draining energy, the better chance it has of becoming a great wight and getting its chance to rule its kind. (Lords of Darkness) Also, it seems clear that absorbing a great deal of life energy allows a wight to grow more powerful, and slightly independent of its urges. A wight that has absorbed 20 life energy levels in a month gains in power and has a chance to become a great wight- a wight leader. (Lords of Darkness) The number of energy levels that need to be absorbed and the benefits derived are shown in the Wight Advancement Table. (Lords of Darkness) [b]Wight Great, Vinjarek:[/b] ? [b]Wight Half-Strength Wight, Half-Wight:[/b] Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. (Monster Manual) The only relief for this cheerless existence is the occasional intrusion of living beings. These wights attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights themselves. (Lords of Darkness) [b]Wight Ogre:[/b] See Ogre Wight. [b]Wight Unusually Powerful:[/b] It was once the huntsman warlord, who entered the barrows looking for the missing high priest and wound up as an undead; the wight that killed him was slain in the fight, so the warlord is now free-willed. (Dragon 102) [b]Witch-Ghost:[/b] See Ghost Witch-Ghost. [b]Wolverine Undead:[/b] See Undead Wolverine. [b]Wongas:[/b] See Coffer Corpse, Wongas. [b]Worm Sarcophogal:[/b] Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. (CC1 Creature Compendium) Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. (CC1 Creature Compendium) Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. (CC1 Creature Compendium) [b]Wraith:[/b] If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim. (Monster Manual) After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). (Monster Manual) Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. (Dungeoneer's Survival Guide (1e)) Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. (Dungeoneer's Survival Guide (1e)) Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3-5 Desert of Desolation (1e)) "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." (I3-5 Desert of Desolation (1e)) “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” (I3 Pharoah (1e)) Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. (I3 Pharoah (1e)) In life, he was a strong and dreaded warlord, a man of cruel cunning and great evil, who mocked the paths of goodness and light, preferring instead the wicked and the dark. At the height of his powers he struck a bargain with a powerful devil, who granted him after death a continued existence in wraith form in exchange for service in life. (L1 The Secret of Bone Hill) Wraiths are said to be the horrid spirits of dying men who vow to return and wreak havoc upon the living. In such cases where it would be impossible for an individual to become a revenant, there is a 5% chance that a person of great evil can fulfill his curse irrespective of whether or not precautions – including destroying the physical body – are taken. (Dragon 126) The first manifestation of a disturbed demilich is that of an apparent wraith. (Dragon 126) The family buried here suffered a curse, and so undead linger in the vault. (Dungeon 221) [i]Unlife[/i] spell. (Lords of Darkness) [i]Wraith Production[/i] spell. (Dragon 76) [b]Wraith, Geam Welstap:[/b] ? [b]Wraith, Krinos Pandipolous:[/b] The wraith is the spirit of Krinos Pandipolous, the manager of the baths during the last years of the city. He was so evil that when the city was abandoned, he was chained to the benches in the changing room, cursed by all the departing clerics, and left to die. (I3-5 Desert of Desolation (1e)) [b]Wraith, Maquir Loft:[/b] ? [b]Wraith, Marcus Lithe:[/b] ? [b]Wraith, Master Tangle:[/b] ? [b]Wraith, Shingol Tann:[/b] ? [b]Wraith, Wren Thims:[/b] ? [b]Wraith Half-Strength Wraith:[/b] If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim. (Monster Manual) [b]Wraith Headless Horseman Wraith:[/b] ? [b]Wren Thims:[/b] See Wraith, Wren Thims. [b]Wulgreth:[/b] See Lich-Like Being 26, Wulgreth. [b]Xaene the Accursed:[/b] See Lich Two-Headed Lich, Xaene the Accursed. [b]Yarus:[/b] See Undead Cleric 23, Lord High Cleric Yarus, Lord High Clerist, Old Yarus. [b]Yattele-Ettes:[/b] See Vampire, Yattele-Ettes. [b]Yettergun Folie:[/b] See Spectre, Yettergun Folie. [b]Yushi:[/b] See Spirit, Yushi. [b]Zarovich, Strahd:[/b] See Vampire Magic-User 10, Count Strahd von Zarovich, The First Vampyr. [b]Zarovich, Strahd:[/b] See Vampire Magic-User 10, Strahd Von Zarovich, The Creature, Creature Strahd. [b]Zombie, Standard Zombie:[/b] Zombies are magically animated corpses, undead creatures under the command of the evil magic-users or clerics who animated them. (Monster Manual) Zombies that are actually dead often, at least in the Netherese tradition, come from once living zombies. As the body's spirit dies, rebellion goes with it. (Lords of Darkness) Jeremiah looted a local graveyard and magically animated 18 corpses to be his zombie patrol. (Lords of Darkness) Shevas Tam then had his minions slaughter most of the Guild members and Shevas Tam turned them into zombies. (FR6 Dreams of the Red Wizards) Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. (Forgotten Realms Campaign Set (1e)) Shamans of Yurtrus may animate dead to create skeletons and zombies. (FR5 The Savage Frontier (1e)) In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. (FR5 The Savage Frontier (1e)) Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. (FR6 Dreams of the Red Wizards) Guarding the balcony are two invisible zombies created by Tellish and Arrness. (L2 The Assassin's Knot (1e)) Here, Garath Primo, the naga's evil cleric, performs his sinister spells, restoring “life” to the bodies of dead humans. (N1 Against the Cult of the Reptile God (1e)) Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! (Dragon 42) Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) (Dragon 42) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some—if not all!—of the Widow’s Share or Weregeld. (Dragon 42) Stealing from a character’s “grave goods” or withholding items from a burial/cremation—even if done without the knowledge or consent of other players—will also bring back a dead character’s spirit as fierce and vengeful as ever! (Dragon 42) A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions—magical and otherwise—taken by the thief, methods used and other significant variables. (Dragon 42) Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. (Dragon 42) Not all such burials need be of human bodies! (Dragon 42) Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. (Dragon 42) All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. (Dragon 42) A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse. If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM. (Dragon 42) Evil characters always return from the dead with all the capabilities of an AD&D Vampire. (Dragon 42) Note that a character of any alignment who commits suicide will return as a vampire unless the appropriate steps are taken at his burial: stake through the heart, head cut off, mouth stuffed with garlic and the like. Such suicides must be purposeful—unrequited love or a point of honor, for example—with the DM’s discretion strongly advised. (Dragon 42) Zombies are the mindless, undead servitors of magic-users or clerics who cast an animate dead on corpses not fully stripped of flesh – a process usually requiring either time or a cash expenditure of one gp per corpse for acid (though certain insects also serve well in this regard). (Dragon 126) Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. (Dragon 126) Zombies are dead bodies brought back to a semblance of life by magic. (Dragon 138) Zombies are created by bokors, evil voodoo sorcerers. A bokor gains control of the gros-bon-ange of a dying person by sucking out the soul magically, trapping it in a magic vessel, or substituting the soul of an insect or small animal for the human soul. At midnight on the day of burial, the bokor goes with his assistants to the grave, opens it, and calls the victim's name. Because the bokor holds his soul, the dead person must lift his head and answer. As he does so, the bokor passes the bottle containing the gros-bon-ange under the victim's nose for a single brief instant. The dead person is then reanimated. (Dragon 138) [i]Animate Dead[/i] spell. (Players Handbook (1e)) [i]Animate Dead[/i] spell. (Dungeon Master's Guide (1e)) [i]Animate Dead[/i] spell. (Oriental Adventures (1e)) [i]Animate Zombies[/i] spell. (Dragon 76) [i]Unlife[/i] spell. (Lords of Darkness) Artifact minor benign power. (Dungeon Master's Guide (1e)) Artifact major malevolent effect FF. (Dungeon Master's Guide (1e)) [b]Zombie, Millicent Hodgson:[/b] ? [b]Zombie, The Dead:[/b] ? [b]Zombie, Thinn Balder:[/b] ? [b]Zombie Blurry-Eyed:[/b] See Zombie Ghost Eye, Blurry-Eyed Zombie. [b]Zombie Brainless Enhanced, Shadowy Figure:[/b] ? [b]Zombie Bushi:[/b] ? [b]Zombie Cauldron of Doom:[/b] Cauldron of Doom magic item. (FR2 Moonshae) [b]Zombie Colossus:[/b] The evil Nathaire created a terrifying giant undead creature. (Dragon 138) Nathaire was a powerful alchemist, astrologer, and necromancer. Working with his 10 students, he robbed a graveyard of all its corpses. In a kind of magical assembly-line, the corpses were stripped of all clothing, then the flesh and bones were separated into separate vats and rendered down to a pliable mass. All the bones were then reshaped and rehardened to form a huge skeleton. Finally, the skeleton was once again fleshed out. The separate ingredients were thus used to create a giant zombie. (Dragon 138) A colossus is essentially a giant zombie magically made from many corpses. (Dragon 138) [b]Zombie Colossus Lesser:[/b] A colossus is essentially a giant zombie magically made from many corpses. A lesser colossus is about 11' tall (between the size of a hill giant and a stone giant). (Dragon 138) [b]Zombie Colossus Greater:[/b] A colossus is essentially a giant zombie magically made from many corpses. A greater colossus is an amazing 33' tall (larger than the largest titan). (Dragon 138) [b]Zombie Dwarven Priest:[/b] Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry. [b]Zombie Enhanced Brainless:[/b] See Zombie Brainless Enhanced. [b]Zombie Fire Giant:[/b] [i]Animate Dead[/i] spell. (Dungeon Master's Guide (1e)) [b]Zombie Ghost Eye:[/b] Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness. (The Complete White Ship Campaign) The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie. (The Complete White Ship Campaign) [b]Zombie Ghost Eye, Blurry-Eyed Zombie:[/b] ? [b]Zombie Giant:[/b] One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie. (The Complete White Ship Campaign) [b]Zombie Giant, Greater Zombie:[/b] ? [b]Zombie Greater:[/b] ? [b]Zombie Greater:[/b] See Zombie Giant, Greater Zombie. [b]Zombie Greater Crewman:[/b] ? [b]Zombie Greater Crewman, Undead Crewman:[/b] ? [b]Zombie Hungry Dead:[/b] The hungry dead are undead corpses that return from the grave to feed off the living. (Dragon 138) The return of the hungry dead is usually triggered by an evil magic-user or cleric. The animating force is always concentrated in one single area of the body. (Dragon 138) [b]Zombie Juju:[/b] Juju zombies are created by magic-users who drain all life levels from humans or man-sized humanoids by means of an energy drain spell (q.v.). (Monster Manual II) This uncommon creature originates with a high-level magic-user's slaying of a creature by way of an energy drain spell. (Dragon 126) [i]Energy Drain[/i] spell. (Unearthed Arcana (1e)) [b]Zombie Juju, Delartha:[/b] Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. (Lords of Darkness) [b]Zombie Juju, Ilmeera:[/b] Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. (Lords of Darkness) [b]Zombie Le Grande Zombi:[/b] It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead). (Dragon 138) [b]Zombie Magically-Prepared Zombie:[/b] Magically-prepared zombie with spells upon him. (Return to the Tomb of Horrors) [b]Zombie Magically-Prepared Zombie with Spells Upon Him:[/b] Magically-prepared zombie with spells upon him. (S1 Tomb of Horrors (1e)) [b]Zombie Monster:[/b] Monster zombies are the animated corpses of huge humanoid monsters such as bugbears, giants, etc. They are typically the creatures of evil natured clerics or magic-users who create and control them. (Monster Manual II) These bugbear zombies, magically created by Jeremiah, have been given the same instructions as the 18-member zombie patrol. (Lords of Darkness) Monster zombies are the result of casting animate dead spells upon the remains of bugbears, giants, etc. (Dragon 126) [i]Animate Dead Monsters[/i] spell. (Unearthed Arcana (1e)) [b]Zombie Monster Undead Bugbear:[/b] ? [b]Zombie Monster Undead Minotaur:[/b] ? [b]Zombie Monster Undead Ogre:[/b] ? [b]Zombie Pirate Undead:[/b] See Zombie Undead Pirate. [b]Zombie Priest Dwarven:[/b] See Zombie Dwarven Priest. [b]Zombie Quick:[/b] ? [b]Zombie Quick:[/b] See Zombie Shadow Stuff, Quick Zombie, Wandering Dead. [b]Zombie Salt-Zombie:[/b] T'hai Salt Flats (Kara-Tur: The Eastern Realms (1e)) An ancient salt lake once filled this land, but deep underground upheavals resulted in the water draining away, leaving a desolate and parched tract of salty soil where no green plants take root. Strange boulders and sand dunes shape the land here, and it is an evil place. The only man who is known to live there is the evil wu jen Utwa So, the master of the “salt-zombies,” undead monsters he has created from the helpless peasants and adventurers who wander into his domains. (Kara-Tur: The Eastern Realms (1e)) [b]Zombie Shadow Stuff:[/b] ? [b]Zombie Shadow Stuff, Quick Zombie, Wandering Dead:[/b] ? [b]Zombie Standard:[/b] See Zombie, Standard Zombie. [b]Zombie Strahd:[/b] See Strahd Zombie. [b]Zombie Undead Pirate:[/b] ? [b]Zombie Walking Dead:[/b] Walking dead are undead animated corpses that keep attacking until completely destroyed. (Dragon 138) [b]Zombie White Ship, Figure:[/b] ? [b]Zombire:[/b] The animated corpse of a low-level magic-user. (L1 The Secret of Bone Hill) [b]Zulkir Szass Tam:[/b] See Lich Magic-User 24, Zulkir Szass Tam. [/spoiler] 1e TSR Books[spoiler] [URL="http://www.drivethrurpg.com/product/17002/Monster-Manual-1e?affiliate_id=17596"]Monster Manual[/URL] [spoiler] [b]Ghast:[/b] Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. [b]Ghost:[/b] Ghosts are the spirits of evil humans who were so awful in their badness that they have been rewarded (or perhaps cursed) by being given undead status. [b]Ghoul:[/b] Any human killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected). [b]Lacedon:[/b] The lacedon is a marine form of the ghoul. It conforms in all other respects to ghouls. [b]Groaning Spirit, Banshee:[/b] The groaning spirit, or banshee, is the spirit of an evil female elf - a very rare thing indeed. This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow. [b]Ixitxachitl Vampiric:[/b] ? [b]Lich:[/b] A lich exists because of its own desires and the use of powerful and arcane magic. The lich passes from a state of humanity to a non-human, nonliving existence through force of will. It retains this status by certain conjurations, enchantments, and a phylactery. Liches were formerly ultra powerful magic-users or magic-user/clerics of not less than 18th level of magic-use. [b]Mummy:[/b] They retain a semblance of life due to their evil. [b]Shadow:[/b] In addition to the 2-5 hit points of damage their chill touch causes, each hit also saps 1 point of the victim's strength. If a human opponent reaches 0 strength or hit points, the shadow drains his life force and he becomes a shadow. Certain manes will be used to form shadows or ghasts, (qqv), depending upon the greatness of their evil in material life. [b]Skeleton:[/b] Skeletons are magically animated, undead monsters. They are enchanted by a powerful magic-user or cleric of evil alignment. [b]Spectre:[/b] After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). [b]Half-Strength Spectre:[/b] Any human totally drained of life energy by a spectre becomes a half-strength spectre under the control of the spectre which drained him. [b]Vampire:[/b] Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. [b]Vampire Eastern:[/b] Any human or humanoid drained of all life energy by a vampire becomes an appropriately strengthened vampire under control of its slayer. This transformation takes place 1 day after the creature is buried, but if and only if the creature is buried. Thus it is possible to have a vampiric thief, cleric (chaotic evil in vampire form, of course), etc. [b]Wight:[/b] ? [b]Half-Strength Wight:[/b] Any human totally drained of life energy by a wight will become a half-strength wight under control of its slayer. [b]Wraith:[/b] After being in hell for a time certain lemures will be chosen to form wraiths or spectres (qqv). [b]Half-Strength Wraith:[/b] If a wraith drains all life energy levels from a human (including dwarves, elves, gnomes, half-elves, or even halflings) the victim becomes a half-strength wraith under the control of the wraith which drained the victim. [b]Zombie:[/b] Zombies are magically animated corpses, undead creatures under the command of the evil magic-users or clerics who animated them. [/spoiler] [URL="http://www.drivethrurpg.com/product/50012/Fiend-Folio-1e?affiliate_id=17596"]Fiend Folio[/URL] [spoiler] [b]Apparition:[/b] A victim slain by an apparition may be raised but if the body is left, or no attempt is made within one hour to raise it,it will rise as an apparition in 2-8 hours. [b]Coffer Corpse:[/b] These foul creatures of the undead class are found in stranded funeral barges or in any other situation in which a corpse has failed to return to its maker. [b]Crypt Thing:[/b] ? [b]Death Knight:[/b] The death knight - and there are only twelve of these dreadful creatures known to exist - is a horrifying form of lich created by a demon prince (it is thought Demogorgon) from a fallen human paladin. [b]Eye of Fear and Flame:[/b] ? [b]Huecuva:[/b] ? [b]Penanggalan:[/b] If a penanggalan kills a female victim, she will rise from the grave after three days as a penanggalan (not under the control of the original creature). If an attempt is made to raise her during that three-day period, her chances of surviving the system shock are half normal, and failure of that attempt means that no further attempt can possibly succeed - the process by which she becomes a penanggalan is then inexorable. [b]Poltergeist:[/b] ? [b]Revenant:[/b] Under exceptional circumstances, those who have died a violent death may return from beyond the grave to wreak vengeance on their killer - as a revenant. There are few who can make this journey - to do so, a dead character must have wisdom or intelligence greater than 16 and a constitution of 18: all their characteristics must sum to 90 or more: and if both these criteria are met, the chance of the character becoming a revenant after death is 5%. [b]Sheet Ghoul:[/b] A sheet ghoul is created when a sheet phantom kills a victim. If the victim of a sheet phantom's enveloping dies from suffocation (or as a result of damage inflicted, unwittingly, by his comrades), the sheet phantom merges with his body and the whole becomes a sheet ghoul. [b]Sheet Phantom:[/b] There are sufficient similarities between this creature and the lurker above to lend credence to the speculation that the one is some kind of undead form of the other. [b]Skeleton Warrior:[/b] It is said that the skeleton warriors were forced into their lich-like state ages ago by a powerful and evil demigod who trapped each of their souls in a golden circlet. [b]Sons of Kyuss:[/b] Kyuss was an evil high priest, creating the first of these creatures under instruction from an evil deity. If the worm from a son of Kyuss reaches the brain, the victim becomes a son of Kyuss, the process of putrefaction setting in without further delay. [/spoiler] [URL="www.drivethrurpg.com/product/17005/Monster-Manual-II-1e?affiliate_id=17596"]Monster Manual II[/URL] [spoiler] [b]Demilich:[/b] Over centuries the lich form decays, and the evil soul roams strange planes unknown to even the wisest of sages. This remaining soul is a demilich. [b]Haunt:[/b] A haunt is the restless spirit of a person who died leaving a vital task unfinished. [b]Zombie Juju:[/b] Juju zombies are created by magic-users who drain all life levels from humans or man-sized humanoids by means of an energy drain spell (q.v.). [b]Zombie Monster:[/b] Monster zombies are the animated corpses of huge humanoid monsters such as bugbears, giants, etc. They are typically the creatures of evil natured clerics or magic-users who create and control them. [b]Lich:[/b] A lich (q.v.) is a human magic-user and/or cleric of surpassing evil who has taken the steps necessary to preserve its life force after death.[/spoiler] [URL=https://www.drivethrurpg.com/product/16810/REF5-Lords-of-Darkness-1e?affiliate_id=17596]Lords of Darkness[/URL][spoiler] [b]Mummy Greater:[/b] The greater mummy, the undead remains of a man (or woman) who has chosen to be mummified. The greater mummy is not just a more deadly version of the creature commonly known as a mummy, it is a mummy who has chosen to undergo the mummification process, in which the victim's body dies, but the soul does not. “Anyway, we entered this dusty tomb and as we went deeper, there were more paintings, and mind you, if the other ones only made your stomach queasy, these were nightmare makers. Who could imagine someone choosing to become a mummy? Yet, these pictures showed just that. A man who willingly submitted to mummification and retained much of his power from life.” [b]Vampire Greater:[/b] It is from the life-draining kiss of the succubus that greater vampires are born. [b]Ghost Lesser:[/b] They're merely restless spirits whose passing on to the next world is prevented for a number of reasons: For instance, the person may have died with an urgent need to pass on an important message to someone or accomplish some sort of unfinished task. Thus, it remains on the Prime Material Plane, unable to rest until the message is delivered or the task completed. In another case, the lesser ghost may, as true ghosts, be angered over its betrayal and murder in life, and the creature cannot rest until the one who committed the crime against it is properly punished. A lesser ghost might also, through its own misbehavior in life, find itself bound to an unhappy existence between worlds until it finds some sort of way to atone for its deeds. Lastly, the relatively weak spirit might remain under the domination of a greater ghost, free from obeying it, but tormented and unable to rest until the creature is destroyed. [b]Pseudo-Lich:[/b] They are created when a very powerful magic-user is fanatically pursuing a certain goal at the time of death. Some inexplicable force, perhaps due to years of exposure to magic, allows the wizard's soul to inhabit the shell of its dead body until the goal is achieved or the body crumbles to dust. [b]Great Wight:[/b] The great wight is a leader of wights, a very rare creature that can only form from the body of a being of consecrated royal blood. The original body must have been of lawful good alignment and been dedicated to the service of a lawful good deity, then fallen from grace and not been reconciled to the religion of his birth before he died. Despite the statements of Jilda the Sage, great wights come from no more noble a background than their followers. A great wight is simply a wight that has managed to absorb enough life energy to gain in power. This to some extent explains the enthusiasm of wights in attacking their prey. The more successful a wight is at draining energy, the better chance it has of becoming a great wight and getting its chance to rule its kind. Also, it seems clear that absorbing a great deal of life energy allows a wight to grow more powerful, and slightly independent of its urges. A wight that has absorbed 20 life energy levels in a month gains in power and has a chance to become a great wight- a wight leader. The number of energy levels that need to be absorbed and the benefits derived are shown in the Wight Advancement Table. [b]Undead Boar:[/b] ? [b]Undead Horse:[/b] ? [b]Undead Wolverine:[/b] ? [b]Undead Owlbear:[/b] ? [b]Alokkair the Witch-King, Lich:[/b] ? [b]Greater Undead:[/b] The “natural” creation of greater undead seems related to strength of purpose and character. [i]Unlife[/i] spell. [b]Ralogorax, Sword of Tyr, Undead Paladin:[/b] ? [b]Intelligent Unturnable Skeleton:[/b] ? [b]Aumvor the Undying, Lich:[/b] ? [b]Rugen Phimister, Ghast:[/b] Rugen the ghoul soon became Rugen the ghast. Captured by demons, he served as a “hound,” or hunting beast, for demons of the Abyss [b]Wexelar, Ghoul:[/b] “I knew that man,” Amelior said, scratching at new-healed flesh on his shoulder. “Well, I knew him when he lived and was a man. He was Wexelar, the moneylender. My father said he cheated folk of their livelihood. I think my father owed him a great deal of money. Wexelar died suddenly of the 'plexy. I remember watching as they dumped his body in the earth. The old tale must be true then, that ghouls were once evil humans who preyed upon others in life and who died unblessed.” [b]Vinjarek, Great Wight:[/b] ? [b]Hsssthak, Ancient Reptilian Creator Race Greater Mummy:[/b] Seers among the reptilian creator race felt that a time might come when the lizard folk would need help to reclaim their rightful place in the world. Hsssthak, once a noted sorcerer among his reptilian people, willingly allowed himself to be mummified in order to protect part of the heritage of his race . the ability to magically modify other creatures. [b]Deinonythus Dinosaur Skeleton:[/b] ? [b]Tyrannosaurus Skeleton:[/b] ? [b]Rethekan, Greater Mummy:[/b] ? [b]Jonathan Morningmist, Greater Vampire:[/b] The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. Jonathon, so drained by the succubus, had become a greater vampire, possessing power like his brother, Jeremiah, but able to walk the Earth during daylight hours. [b]Jeremiah Morningmist, Vampire:[/b] The dank complex was home to a vampire, which made short work of Jeremiah and several members of the adventuring band. And as fate would have it, a succubus, who surprised the remainder of the party as it fled through the long twisting corridors, killed Jonathon. Thus the twins, who shared so many similar experiences in life, shared a similar fate in death. Jeremiah became a lesser vampire, who for many decades served the vampire who had created him. This head vampire eventually was killed by another band of adventurers, so Jeremiah became free-willed and set out on his own to devastate the area. [b]Angelique, Vampire:[/b] ? [b]Vampire Guard:[/b] This is a city guard who was attacked by Jeremiah and has since become a vampire. [b]Lady Samantha, Spirit, Lesser Ghost:[/b] Despised by Lady Samantha, who spurned his offer to remain mistress of the estate if she would submit to him, the mage finally locked the damsel in this tower room until such time as she would change her mind. Resistant to the end, she eventually starved to death here. [b]Hieronymous Bosco, Ghost Wizard:[/b] A year or so ago, Hieronymous Bosco, a powerful wizard dwelling outside the port of Ravens Bluff, died a victim, some say, of his unholy experiments. And it is perhaps fitting that the mage met his own duplicitous end through the hand of his equally ambitious apprentice. The wizard's web-covered and bloodstained bed lies against the northern wall next to an empty wardrobe. Still lying upon the floor, where it fell from his grasp, is the goblet once holding the poisoned wine that was his undoing. Even as his master convulsed in agony, his ambitious chief apprentice entered the room and plunged a dagger into his heart, ending the wizard's life. Angered at having been lied to, Sir John intended to denounce the mage and hand him over to the local authorities. But Hieronymous learned of this, and with the help of a disreputable stable hand, arranged for the death of his employer while Brother Frederick was absent. The estate then passed into the hands of Lady Samantha, Sir John's daughter. Lacking the funds to manage the estate (which the mage had stolen and hidden), Lady Samantha was forced to accept the wizard's offer to fund the manor's continued operation in return for being allowed to stay on as seneschal. Brother Frederick eventually returned, confronting the wizard, and was slain in his own chapel. With no one left to oppose him, the mage now forced his attentions on Lady Samantha, hoping to wed her. Defiantly, she spurned him, and was locked in a tower, where she starved to death. The mage then spread the tale she had sold the manor to him and departed. Not long afterward, Hieronymous met his own end at the hands of an ambitious apprentice. Although buried elsewhere, his spirit was cursed to haunt the manor where he had caused so much trouble to so many. [b]Tanomitsu Mitsuro, Spectre:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro's aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. [b]Tanomitsu Isui, Spectre:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. [b]Masako, Spectre:[/b] Tanomitsu Mitsuro was one of Hojo Todahiro's generals in the Hojo War. At the Battle of Norinoshima nine years ago, Todahiro lost his claim to the shogunate. During that conflict, General Tanomitsu and his personal retainers were cut off from the battle by an ambush. Hard pressed and unable to come to Todahiro.s aid, Tanomitsu Mitsuro took his retainers and fled in boats to the mainland. Closely pursued by the troops of Yamashita Ichiro, Tanomitsu retreated to his castle in Okane Province to defend his family there. Yamashita's troops swept into the town of Ezuwara before Tanomitsu had time to prepare for their attack. The general and his retainers made themselves secure inside Ezuwara Castle, where Yamashita demanded his surrender. Mitsuro refused. Yamashita was scornful of the coward's desertion and had no time to conduct a long siege. His troops fired the castle with arrows and watched it burn to the ground, destroying all within. Ezuwara Castle and the surrounding town were later given to Yamashita Ichiro as a reward for his services to the Takenaka clan during the Hojo War. Ichiro's son, Obuno, is jito of Ezuwara estate. He has had the castle rebuilt and recently moved in with his family and retainers. In the past two weeks, one family member and three vassals have mysteriously vanished. Ninja are suspected, but the disappearances continue in spite of the most stringent security. Unbeknownst to the Yamashita clan, there is a secret escape passage in the stone foundation of Ezuwara Castle. Tanomitsu Mitsuro, his kensai daughter Isui, and his shukenja/ninja cousin Masako were fleeing through that passageway as the castle was burning overhead. However, the trio died from smoke inhalation before they could move free of the castle. Consumed with hatred for the Yamashita clan, and unwilling to let go of their abruptly shortened lives, the three Tanomitsu haunt Ezuwara castle as spectres. [b]Bushi Spectre:[/b] Ignoring the other bushi, whose advance has slowed, the spirit grapples with the man it had cornered. He, too, cries out and collapses to the walkway . but the spirit maintains its grip. In a moment, a transparent ghost-like form rises from the bushi's body and follows the first spirit down the battlement stairs and into the courtyard. [b]Ninoye, Handmaiden Spectre:[/b] “So sorry, Lord . . .” he gasps, “. . . your wife's handmaiden, taken by a spirit as she served dinner . . .” [b]Delartha, Juju Zombie:[/b] Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. [b]Ilmeera, Juju Zombie:[/b] Alokkair's fearful subjects attacked him repeatedly. One night his three daughters tried to kill him. Enraged, Alokkair slew two by energy drain spells. They became juju zombies under his control. [b]Charchee, Lich:[/b] ? [b]Rugen Phimister, Ghoul:[/b] Rugen Phimister was (or still is, as he sees it) a tax collector for a local lord. While alive, he overcharged the tax, pocketing the extra money, but more often than not, he cheated his lord. Rugen loved his gold, yet he loved what gold could buy for him just as much, if not more. He owned a fine villa, fine clothing, and of all things, he ate well. To him, it seemed that he could never eat enough. In life, he was corpulent, grossly fat. Yet all Rugen Phimister's ill-gotten wealth could not save him. While collecting taxes in a small, remote town, the strain of his extra weight overtaxed his heart, and he died. The dutiful townsfolk notified their lord of the tax collector's demise (and sent along what money Rugen had on him, along with his record book), and then buried the fat corpse in their burial grounds, in a mass grave, along with a handful of plague victims and two bandits who had been executed the same day, unblessed and without ceremony. For most men, this would be the end of their tale, but not Rugen. An appetite like his could survive even death. When he awoke, there was enough to satisfy his hunger . . . at least for the time being. [b]Fire Ghost, Fire Spirit:[/b] ? [b]Undead Mount:[/b] [i]Undead Mount[/i] spell. [b]Undead:[/b] Some undead are clearly evil, directed or created by or allied to dark powers. Whatever causes undead to come into existence (spell, natural process, divine deed, or unknowable mystery) are strong in the Realms; there are a LOT of undead. The arts of creating and controlling undead are Evil-and, as many have learned to their detriment, very dangerous. Created by the foulest magics. [b]Apparition:[/b] ? [b]Coffer Corpse:[/b] ? [b]Crawling Claw:[/b] Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. [b]Crypt Thing:[/b] ? [b]Curst:[/b] Necromancer-mages tend to be paranoid loners who are secretive in the extreme, use zombie or skeleton guardians or bodyguards, and dabble in golem-making. Many devise new sorts of golems or undead servitors. In the Realms, crawling claws, curst, and similar creatures exist as a result of such researches. [b]Death Knight:[/b] ? [b]Demilich:[/b] Demi-lichdom is not a state that can be deliberately chosen or prepared for; why and how it occurs to some liches and not to others remains a mystery, although great strength of will and activity as a lich seems to make demi-lichdom more likely. Perhaps fell Lower Plane or divine powers are involved. Some liches consume larvae (see Monster Manual) on a regular basis rather than employing Nulathoe's Ninemen to maintain bodily vitality; some sages have advanced the hypothesis that a demi-lich's sentience originates with such creatures. [b]Dracolich:[/b] ? [b]Eye of Fear and Flame:[/b] ? [b]Ghast:[/b] Ghasts are ghouls who have wandered or been taken into the Abyss and gained superior powers due to exposure to the intense evil there. Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. [i]Unlife[/i] spell. [b]Ghost:[/b] Now true ghosts almost always began as powerful humans who during life possessed both an evil disposition and a powerful will. How exactly such a person actually does become a ghost remains a mystery, but one recurrent factor seems to be that their passing from life is marked by great anger or hatred. Whether or not this ultimately results in the spirit's being unable to rest, or whether the departed “earns” Its status as a result of its earthly misdeeds isn't really known, and perhaps both likelihoods are possible. [i]Unlife[/i] spell. [b]Ghoul, Eater of the Dead:[/b] Ghouls were once evil humans who preyed upon others in life and who died unblessed. Victims who are killed by ghouls become ghouls themselves if they are not blessed before being buried. The ghoul is a human or demi-human who has risen from the grave to feed on human and other corpses. Some ghouls are self-made. In life, they were human predators who fed off the ill fortune of their fellow men. Their lives ended, yet their evil survived. Dying unblessed and buried unsanctified, they are cursed to continue feeding as ghouls. Still, most ghouls and ghasts are the victims of other ghouls and ghasts, folk who died of wounds inflicted by those undead monsters. If victims are not blessed, they rise again in three days as ghouls, under the control of their slayer. Furthermore, unblessed victims may neither be resurrected nor reincarnated. [i]Unlife[/i] spell. [b]Lacedon:[/b] ? [b]Groaning Spirit, Banshee:[/b] ? [b]Half-Strength Spectre:[/b] Any human drained completely of life energy by a spectre becomes a half-strength spectre under its control. Any human victim completely drained of life becomes a half-strength spectre under command of the one that slew it. When a person is drained of life by a spectre, his body does not vanish into thin air. Rather, the corpse remains, the soul leaves, and the negative part of the being that is jealous and hateful of life takes form as a spectre. Only humans can become spectres. Other races drained of life by a spectre simply die. This was a normal spectral existence as long as the castle was in ruins. But since it has been rebuilt by the Yamashita, the spectres' anger is stirred. Not only is their resting place disturbed, but it is now inhabited by their enemies. Mitsuro, the most powerful of the three, wants to destroy the Yamashita that inhabit “his” castle. He and his spectral companions are draining the castle residents of life one by one, converting them to spectres under Tanomitsu control. PCs slain by these half-strength spectre's become half-strength spectres also under the control of Tanomitsu Mitsuro. [b]Half-Wight:[/b] The only relief for this cheerless existence is the occasional intrusion of living beings. These wights attack without parlay or pity, trying to drain the life energies of the victims and make them into pale shadows of wights themselves. [b]Haunt:[/b] The heavy carriage was deliberately left in this corner to protect an iron spike hammered into the ground. It was here in this corner that the wizard, once servant to the family who built the mansion, arranged for an “accident” to befall the family patriarch upon learning the man intended to denounce him as a practitioner of the black arts. A rope tied to the rafters, which held a heavy set of wagon wheels, was cut, causing the wheels to fall and crush their victim. Although buried in the family crypts within the house, the old man's spirit remained here, seeking revenge, until a cleric was paid to lay it to rest, pinning the spirit in the ground with the spike. Should that spike be removed, the man's haunt will be released. [b]Huecuva:[/b] ? [b]Ixitxachitl Vampiric:[/b] ? [b]Lich:[/b] The urge for immortality is so strong in some powerful mages and magic-user/clerics that they aspire to lichdom, despite its horrible physical side effects and the usual loss of friends and living companionship. Lichdom must be prepared for in life; no true lich ever is known to have come about “naturally.” To become a lich, a magic-user or magic-user/cleric must attain at least the 18th level of experience as a magic-user. The candidate for lichdom must have access to the spells magic jar, enchant an item, and trap the soul. Nulathoe's Ninemen, a fifth-level magic-user spell (detailed in the FORGOTTEN REALMS boxed set) which serves to preserve corpses against decay, keeping them strong and supple as in life, is also required. The process of attaining lichdom is ruined if the candidate dies at any point during it. Even if successful resurrection follows, the process must be started anew. The process involves the preparation of a magical phylactery and a potion. Most candidates prepare the potion first and arrange for an apprentice or ally to raise them if ingestion of the potion proves fatal. Preparation of the phylactery is so expensive that most candidates do not wish to waste all the effort of its preparation by dying after it is completed but before they are prepared for lichdom. The nine ingredients of the potion are as follows: Arsenic (2 drops of the purest distillate) Belladonna (1 drop of the purest distillate) Blood (1 quart of blood from a dead virginal human infant killed by wyvern venom) Blood (1 quart from a dead demihuman slain by a phase spider) Blood (1 quart from a vampire or a being infected with vampirism) Heart (the intact heart of a humanoid killed by poisoning; a mixture of arsenic and belladonna must be used) Reproductive glands (from seven giant moths dead for less than 10 days, ground together) Venom (1 pint or more, drawn from a phase spider less than 30 days previous) Venom (1 pint or more, drawn from a wyvern less than 60 days previous) The ingredients are mixed in the order given by the light of a full moon and must be drunk within seven days after they combine into a bluish-glowing, sparkling black liquid. All of the potion must be drunk by the candidate, and within 6 rounds will produce an effect as follows (roll percentile dice): 01-10 All body hair falls out, but potion is ineffective (the candidate knows this). Another potion must be prepared if lichdom is desired. 11-40 Candidate falls into a coma for 1d6 + 1 days, is physically helpless and immobile, mentally unreachable. Potion works; the candidate knows this. 41-70 Potion works, but candidate is feebleminded, Any failed attempt to cure the candidate's condition is 20% likely to slay the candidate. 71-90 Potion works, but candidate is paralyzed for 2d6 + 2 days (no saving throw, curative magics notwithstanding). There is a 30% chance for permanent loss of 1d6 Dexterity points. 91-96 Potion works, but candidate is permanently deaf (01-33), dumb (34-66), or blind (67-00). The lost sense can only be regained by a full or limited wish. 97-00 Death of the candidate. Potion does not work. The successfully prepared candidate for lichdom can exist for an indefinite number of years before becoming a lich. He will not achieve lichdom upon death unless preparation of his or her phylactery is complete. A successfully prepared candidate may appear somewhat paler of skin than before imbibing the potion, but cannot mentally or magically be detected by others as ready for lichdom. The candidate, however, is always aware of readiness for lichdom, even if charmed or insanity or memory loss occurs. (A charmed candidate can never be made to reveal where his phylactery is – although he could be compelled to identify what the phylactery is, if shown it.) The phylactery may take any form – it may be a pendant, gauntlet, scepter, helm, crown, ring, or even a lump of stone. It must be of inorganic material, must be solid and of high-quality workmanship if man-made, and cannot be an item having other spells or magical properties on or in it. It may be decorated or carved in any way desired for distinction. Enchant an item is cast upon the phylactery (this is one of the rare cases in which this spell can be cast on unworked material), a process requiring continual handling of the phylactery for a long time, as described in the PLAYER'S HANDBOOK. The phylactery must successfully make its saving throw as noted in the spell description. It must be completely enchanted within nine days (not the 24 hours normally allowed by the spell). Note that the “additional spell” times given in the enchant an item spell description are required. When the phylactery is thereby made ready for enchantment, the candidate must cast trap the soul on it. Percentile dice are rolled; the spell has a 50% chance or working, plus 6% per level of the candidate (or caster, if it is another being) over 11th level. The phylactery glows with a flickering blue-green faerie fire-like radiance for one round if it is successfully receptive for the candidate's soul. The candidate then must cast Nulathoe's Ninemen on the phylactery, and within one turn of doing so, cast magic jar on it and enter it with his life force. No victim is required for this use of the magic jar spell. Upon entering the phylactery, the candidate instantly loses one experience level along with its commensurate spells and hit points. The soul and lost hit points remain in the phylactery, which becomes AC 0 and has those hit points henceforth. The candidate is now a lichnee, and must return to his own body to rest for 1d6 + 1 days. The ordeal of becoming a lichnee is so traumatic that the candidate forgets any memorized spells of the top three levels available to him, and cannot regain any spells of those levels until the rest period is complete. (Candidates usually then resume a life of adventuring to regain the lost level.) The next time the lichnee candidate dies, regardless of the manner or planar location of death, or barriers of any sort between corpse and phylactery, the candidate's life force will go into the phylactery. For it to emerge again, there must be a recently dead (less than 30 days) corpse within 90 feet of the phylactery. The corpse may be that of any creature, and must fail a saving throw vs. spell to be possessed. If it makes its saving throw, it will never receive the lich. If the creature had 3 hit dice or fewer in life, it saves as a zero-level fighter. If it had 3 + 1 hit dice or greater in life, it saves as if it were alive, with the following alignment modifiers: LG, CG, NG: + 0; LN, CN, N: - 3; LE, - 4; NE: - 5; CE: -6. The candidate's own corpse, if within range, is at -10, and may have been dead for any length of time. The lichnee may attempt to enter his own corpse once per week until succeeding. (A phylactery too well-hidden might never offer the lichnee a corpse to enter. Many lichnee commit suicide to save themselves such troubles.) When the lichnee enters its own corpse, it rises in 1d4 turns as a full lich. Seven days after ingesting any part of the candidate's original body, a wightish lichnee body will metamorphose into a body similar to the candidate's original one, and manifest full lich powers and abilities (re-roll hit points using eight-sided dice). Consider a lich, for example: a mage or cleric so thirsty for immortality as to try to cheat death, and already powerful at magic. [b]Mummy, Crypt Guardian:[/b] The preparers, usually priests, began the mummification process with a live victim, usually a warrior-one of their own people. Their spells kept the poor soul in his body after it died, while they removed and preserved his vital organs, then dried out and preserved his body. Mummies do not exist of their own accord. Unlike life-draining undead, they do not give birth to their own kind out of the bodies of their victims. Mummies are created by men to act as tomb guardians. The process is similar to that required to create a skeleton or a zombie, but requires long preparation of the body, expensive and rare preservative spices and compounds, and a spell to bring them to “life.” For the mummy creation ritual to be successful, the mummy must be a living being (usually human) when the mummification process begins. The unspeakable horror and agony of the process (the body dies, but the soul and mind remain aware and trapped within) are responsible for the mummy's “unholy hatred of life.” The mummification rituals draw upon power from the Negative Material Plane, replacing life energy with death energy. The common mummy (as described in the MONSTER MANUAL), has been brought into being by the acts of others. As part of the mummification process, the internal organs of the living victim are removed and preserved separately in three canopic jars, immersed in an elixir made from the bodies of larvae. These organ jars must remain within the tomb guarded by the mummy. The greater mummy Hsssthak of the ancient reptilian creator race guards one such legacy-a pair of spells left to their lizard man descendants, spells which could allow that race to regain much of its lost power and prestige. His tomb was discovered by ancestral elves who did not want the lizards to regain lost stature, but felt that the spells might have value in the future. Using the rituals found within the tomb, the elves mummified their own people to keep interlopers away from the ancient spells. The ancient elves who sought to prevent access to Hsssthak's tomb converted this outer tomb area into a trap, populated by mummy guardians of their making-their own people turned into horrendous undead guardians. [i]Unlife[/i] spell. The Tome of Life Eternal [b]Penanggalan:[/b] ? [b]Poltergeist:[/b] Long ago, one of the wizard's young apprentices was fetching a book from an upper shelf when it slipped from his grasp and fell to the floor. His enraged master beat the boy mercilessly, causing his death. The lad's spirit now haunts this room in the form of a poltergeist. The boy's angry spirit, now bound to the room in which he died, will toss a book at a random PC, causing the character to save vs. fear or flee the room if struck. [b]Revenant:[/b] ? [b]Shadow:[/b] Some persons who die are not yet ready to leave life. Others are murdered or killed under traumatic conditions. When that happens, the one who died may leave behind a shadow-that part of a spirit or soul that grasps greedily after life. It is usually tied to a place of emotional significance-the scene of its death, for instance. If human characters are slain by the shadows, they become shadows. [i]Unlife[/i] spell. [b]Sheet Ghoul:[/b] ? [b]Sheet Phantom:[/b] ? [b]Skeleton:[/b] When a skeleton is animated, the enchantment accomplishes two things. First, it knits the bones together magically, binding them with force drawn from the Negative Energy Plane. Almost all the bones have to be there-without mostly complete remains, the spell is almost impossible to hold together. Second, the spell binds energy called the animus into the skeleton to animate it. That's not the same as the spirit or soul of the deceased. It is only a fragment of soul energy, the portion that helped keep the soul in the living body. In death, the animus lingers around the remains until they turn to dust. This is true no matter what the race of the creature whose bones are animated. Village cemeteries in the area are being disturbed, not by grave robbers, but rather by the odd magical powers of Kendra, a madwoman with the ability to animate the skeletal dead. Besides obeying their orders to the letter, they are the easiest type of undead to raise, and are relatively simple to create. The robed fellow spoke up again. “Can a skeleton be raised if it's buried? Or does it have to be uncovered first?” Tarif frowned as she replied. “No, skeletons can be raised right up out of the ground. When the magic knits their bones together, they're charged with Negative Plane energy. This unnatural force has an “unbinding” effect on Prime Material Plane matter, allowing the skeleton to push and scramble its way out of the ground like a worm through sand. Or push the stone plug out of a crypt. And so on. But that burst of energy fades after a minute or so, and then the skeleton is no more powerful than a healthy man or dwarf!” After the appropriate spell is cast, it takes one round for a skeleton's animation to become complete. At the DM's discretion, certain spell variations may allow the skeleton to be raised from its grave. In such a case, one additional round is required for it to free itself if buried in the ground or sealed in a crypt. At the DM's discretion, this may take longer due to unusual circumstances. In certain situations, the undead cannot free itself at all (if, for instance, it is sealed behind a brick wall or buried beneath a landslide). Kendra the Mad's ability to raise skeletons comes from an arcane grimoire and does not require normal spell-casting procedures to be effective. Kendra was unbalanced to begin with. At the start of her apprenticeship they seemed simple eccentricities, tolerated by her master, the fell necromancer Daal Kamin: her fits of giggling, her odd fondness for things dead and decaying . . . One day she sneaked away with the black-bound tome of Garris Hominus, no true man, he, but a shadow creature skilled in the arts of necromancy and conjurings from beyond the grave. Most of what she read there was beyond her ability to grasp, but all of it burned terribly into her brain, and cursed her with night-haunted visions of corpses and worm-eaten bones. Bones with the clean, simple lines of death, uncomplicated by disorderly flesh and human needs. Bones that fascinated her with a growing compulsion, until she had no choice but to try a spell she had gleaned from the black volume. The spell worked better than she could have imagined. The long-separated bones of the dead reformed with unnatural life, and pushed forth from their graves in every village for miles around. Her laughter rang out as she opened the gates to their clattering knock, and tears of amusement streamed down her face as the dead attacked the living, leaving only bones that reformed in their turn and swelled the ranks of her skeletons. Her minions. Even Daal Kasmin was startled from his sleep and died protesting that such magic was beyond her. The power of that first terrible spell soon faded. Her mind was incapable of repeating such awesome magic. Laughing, muttering, and sometimes sobbing to herself, Kendra wandered away down the moonlit road, leaving a stronghold of dead men and bones behind her. Yet the magic lingers around her. Kendra is drawn to graveyards and tombs, and when she walks past, the bones of the dead knit together once more and follow her on her nighttime expeditions. She is unthinking, and the skeletons which follow her are uncontrolled. She has no bidding for them save her unspoken wish to see the clean lines of death so nicely represented in skeletal form. And the skeletons obey. At least once a month, during the new moon, Kendra is drawn to a graveyard or other place where skeletons may be found. At that time, she sings and mutters to herself, undoubtedly repeating portions of the original spell. Soon 2d6 skeletons rise from the ground and join her for her midnight ramble. [i]Unlife[/i] spell. [b]Skeleton Warrior:[/b] ? [b]Son of Kyuss:[/b] ? [b]Spectre:[/b] This can also occur spontaneously when an evil or hateful NPC of Lawful Evil alignment dies. If that NPC has sufficient motivation (in the DM's judgment), he may return to haunt the living as an undead spectre. The NPC should make a saving throw vs. death magic. If successful, he becomes a spectre. [i]Unlife[/i] spell. [b]Vampire, Lesser Vampire:[/b] To use the word “lesser” in regard to any vampire is a misnomer, but the typical vampire begins as a luckless mortal who falls prey to one of these creatures of the opposite sex. It is through the original vampire's feeding off the blood of the host that this process takes place, with the host creature losing one experience level per feeding until death. Within 24 hours after burial, the host then arises as a vampire under the control of its original slayer, remaining under its dominion until the slayer is itself somehow destroyed. [i]Unlife[/i] spell. [b]Eastern Vampire:[/b] ? [b]Wight:[/b] Wights are formed from the bodies of men and women of noble birth who are buried in earthen tombs. There, their bodies are sought out by an evil spirit of power which has no way of interacting with the Prime Material Plane unless he inhabits such a body. When the spirit inhabits the body, it halts the normal process of decay and instead works its magic to partially petrify the body. When the body has the right balance of flesh and mineral, it can move again under the spirit's guidance. Why the spirit wants to return to a semi-fleshy form is unknown. If a lichnee enters another's corpse, he is limited to the corpse's living strength, and will have no more than 4 hit dice. The intelligence and wisdom of the lichnee candidate are preserved, and the corpse will rise after 1d3 turns of apparent continuing death (the lichnee's presence being undetectable during this time) as a wight. [i]Unlife[/i] spell. [b]Wraith:[/b] [i]Unlife[/i] spell. [b]Zombie:[/b] Zombies that are actually dead often, at least in the Netherese tradition, come from once living zombies. As the body's spirit dies, rebellion goes with it. Jeremiah looted a local graveyard and magically animated 18 corpses to be his zombie patrol. [i]Unlife[/i] spell. [b]Zombie Juju:[/b] ? [b]Zombie Monster:[/b] These bugbear zombies, magically created by Jeremiah, have been given the same instructions as the 18-member zombie patrol. Undead Mount Level: 1 Components: V, S, M Range: Touch Casting Time: 1 round Duration: 1 turn + 1 turn/level Saving Throw: None Area of Effect: Special Explanation/description: By means of this spell, a magic-user can animate a dead horse or similar creature, or create one from bones. The mount created will be under the complete mental control of the caster, and may be ridden by one or more creatures and/or carry burdens, to a maximum weight of 3,000 gp. Overloading such a mount, or attempting to create one from insufficient bones, will break the spell instantly, wasting the magic. (Note that the bones used need not ail come from the same creature.) Broken bones and crippled lame corpses can be successfully used. An undead mount is unintelligent and thus unaffected by enchantment/charm magic, is neutral in alignment, and moves at a 22. rate regardless of encumbrance (or slower at the caster.s mental bidding). Undead mounts always move in utter silence, and can be destroyed by inflicting 1 d4+1 hp per level of the caster points of damage on them (ail types of weapons will hit). The caster may choose in the initial casting to have the mount glow very faintly. The material components for this spell are a drop of water, a human hair, a pinch of powdered hoof from any riding animal, and the corpse or bones that will act as the body of the mount. Undead mounts cannot be turned. Unlife (Necromantic) Level: 8 Components: V,S,M Range: Touch Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Special Explanation/description: This powerful magic enables the caster to create undead from corpses and skeletal remains. Undead take 20 turns (minus the level of the caster) to come to unlife, and upon appearance, will attempt to carry out one task or action stated n the spell-casting (typically, to attack the first creature other than the caster to enter the place where the spell was cast). The created undead is not otherwise under the control of the caster. The caster has a 7% chance per level of successfully choosing the type of undead created. Otherwise, use the following percentile table to determine what sort of undead the carrion is transformed into. UNLIFE SPELL TABLE Level of Caster Skeleton or Zombie Ghoul Ghast Shadow Wight Wraith Mummy Spectre Ghost Vampire Other (DM'S choice) 16-18 01-12 13-25 26-36 37-48 49-57 58-64 65-71 72-83 84-87 88-93 94-00 19-21 01-10 11-23 24-34 35-46 47-55 56-62 63-69 70-81 82-85 86-91 92-00 22-24 01-08 09-21 22-32 33-44 45-53 54-60 61-67 68-79 80-83 84-89 90-00 25-27 01-06 07-19 20-30 31-42 43-51 52-58 59-65 66-77 78-81 82-89 90-00 28-30 01-04 OS-17 18-28 29-40 41-49 SO-56 57-63 64-75 76-79 80-89 90-00 31+ 01-02 03-15 16-26 27-28 39-47 48-54 55-61 62-73 74-77 78-89 90-00 Normally only a single undead can be created by this spell. Sometimes (2 in 6 chance) two or three may be inadvertently created, if other carrion is within 2” of the casting. Types of extra undead are not selectable by the caster, nor are such extra undead obligated to carry out any task or refrain from attacking the caster, who may not even be aware of their existence. The reverse of this spell, go down, causes a single undead to be reduced to lifeless remains (if non-corporeal, it is reduced to dust forever). Such remains, not dust, could be reanimated by later magic. The material components for both forms of the spell are a pinch of dust, a pinch of ashes, a drop of blood, a drop of water, and a fragment of bone. The Tome of Life Eternal The tome describes the process used to create normal mummies and the best means to destroy them. An Evil cleric who possessed this volume would be able to preserve a living human (or demi-human) and turn it into a mummy. Non-Evil clerics may safely read the book, but turning a living being into an undead one is an intensely Evil act and should have a definite impact upon the character's alignment. Furthermore, any sane character, Good or Evil, who reads the book must make a Horror Check.[/spoiler] A1-4 Scourge of the Slave Lords[spoiler] [b]Haunt:[/b] This figure is a haunt, the restless spirit of a person who died leaving a vital task unfinished. This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. [b]Jon, Haunt:[/b] This haunt was once a sergeant of the guard named Jon. His task had been to defend the inner walkway and the trapdoor at its end from invaders, but he died as the last man of his force, with the knowledge that he had failed. In order to end his existence, Jon must successfully defend the area against all intruders, either slaying them or driving the intruders off. [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Ghost:[/b] ? [b]Skeleton:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176883/A1-Slave-Pits-of-the-Undercity-1e?affiliate_id=17596]A1 Slave Pits of the Undercity (1e)[/URL][spoiler] [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176893/A2-Secret-of-the-Slavers-Stockade-1e?affiliate_id=17596]A2 Secret of the Slavers Stockade[/URL][spoiler] [b]Haunt:[/b] The restless spirit of a person who died leaving a vital task unfinished. This figure is a Haunt, the restless spirit of a person who died leaving a vital task unfinished. This haunt is the spirit of a slave who was killed in this area while trying to escape. The haunt’s mission is to escape from the hill fort. [b]Ghoul:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17030/A4-In-the-Dungeons-of-the-Slave-Lords-1e?affiliate_id=17596]A4 In the Dungeons of the Slave Lords (1e)[/URL][spoiler] [b]Lacedon, Marine Ghoul:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17031/C1-The-Hidden-Shrine-of-Tamoachan-1e?affiliate_id=17596]C1 The Hidden Shrine of Tamoachan (1e)[/URL][spoiler] [b]Zombie:[/b] ? [b]Tloques-Popolokas, Vampire:[/b] He does not drain blood in the normal vampire manner, but must first drain it into a receptacle and then drink it. He is thus not a typical vampire, gaining his powers through his allegiance to Zotz. [b]Ayocuan, Wight:[/b] ? [b]Mummified Sacred Offspring of Chitza-Atlan, Centaur Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17032/C2-The-Ghost-Tower-of-Inverness-1e?affiliate_id=17596]C2 The Ghost Tower of Inverness (1e)[/URL][spoiler] [b]Wight:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17034/C4-To-Find-a-King-1e?affiliate_id=17596]C4 To Find a King (1e)[/URL][spoiler] [b]Gamrad Longlimb, Revenant:[/b] He has come to slay his killer. Dugal and Gamrad were old enemies, and a few months ago Dugal was forced to kill Gamrad in self-defense. Gamrad’s hatred and desire for vengeance enabled him to assume this undead state. [b]Shadow:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17035/C5-The-Bane-of-Llewellyn-1e?affiliate_id=17596]C5 The Bane of Llewellyn (1e)[/URL][spoiler] [b]Heimwell the Haughty, Ghost:[/b] ? [b]Tornum the Terrible, Royberno, Skeleton Warrior:[/b] ? [b]Suradel the Scholar, Vampire:[/b] Unknown to his subjects, Suradel was cursed with vampirism before his death. [b]Lightmal the Dark, Spectre:[/b] ? [b]Headless Horseman Wraith:[/b] ? [b]Ghoul:[/b] ? [b]Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Ghast:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17041/D12-Descent-into-the-Depths-of-the-Earth-1e?affiliate_id=17596]D1-2 Descent Into the Depths of the Earth[/URL][spoiler] [b]Ghast:[/b] ? [b]Shadow:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Asberdies, Lich:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17043/D3-Vault-of-the-Drow-1e?affiliate_id=17596]D3 Vault of the Drow[/URL][spoiler] [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] ? [b]Belgos, Drow Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/16909/DL8-Dragons-of-War-1e?affiliate_id=17596]DL8 Dragons of War (1e)[/URL][spoiler] [b]Spectral Minion:[/b] Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Like ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows, or quests. [b]Spectral Minion Berserker:[/b] Some agents of evil in the tower were driven into a berserking frenzy when the Cataclysm came upon the world. Though quested to find the Khas game pieces, they have rebelled against the task and have no hope of ever being freed from their charge. [b]Spectral Minion Guardian:[/b] These minions were quested, at the death of Yarus, to guard the ways of the Khas pieces. [b]Spectral Minion Philosopher:[/b] Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. [b]Spectral Minion Reveler:[/b] Not all spirits are engaged in the quest for the Khas pieces. Over the centuries, many have fallen back into the ways of their previous lives. The philosophers are one such group, as are the revelers. Philosophers love libraries and books and can spend decades studying the nuances of a single book. [b]Spectral Minion Searcher:[/b] These armed (broadswords) minions of evil stalk the halls of the tower, forever searching for the Khas game pieces. [b]Spectral Minion Warrior:[/b] Both good and evil warrior minions wander the tower. They fight a battle with each other every day, neither side gaining an advantage, both sides grimly determined to win. [b]Virkhus, The Horn of the Dawn, Undead Knight Returned:[/b] ? [b]Soth, The Black Rose Knight, Death Knight:[/b] Soth was an ancient Lord Knight of Solamnia at Dargaard Keep. Through his own foolish acts he called a terrible doom upon himself and his associates, including his loyal Knights. [b]Lord High Cleric Yarus, Lord High Clerist, Old Yarus, Undead Cleric 23:[/b] Yarus, Lord High Cleric of the Knights of Solamnia was the most powerful man in Solamnia. He sat atop his great tower, built in the Westgate Pass south of Palanthus, and watched the world pass. Yarus came from a very old line of Solamnic Clerics. His forefathers had been of the Order of the Crown since the days of Vinas Solamnus. Yarus was not concerned for the power of his position but for the good works he could perform while there. Ever and always was he an opponent of evil. Thus it might seem strange that he befriended his greatest enemy. Kurnos was the greatest tyrant remaining during the Age of Might. Himself a prisoner of Yarus, he was treated more like a guest than someone taken in battle. Both men found their greatest diversion in games of Khas. They would amuse themselves for hours on end, playing games that would last for weeks. So even were they in their final game that it continued for over four months with neither gaining the advantage. They were playing when the Cataclysm came. A great pillar in the Hall of Yarus fell as they played. It struck Yarus from behind, knocking him from his chair. The pillar crushed his body and pinned one of his hands at his side. Thus did Yarus find himself powerless and dying. Kurnos, sitting placidly in his chair despite the destruction that raged outside, looked silently for a moment at Yarus, then smiled. Slowly rising to his feet, the evil bishop reached out with both arms and swept the pieces to his side of the board. “Your men are mine, I have won!” With his free hand, Yarus gestured once and all his Khas pieces disappeared from the board. With this last mortal gesture, Yarus died. Yet as the fire burned in Kurnos’s eyes, the voice of Yarus filled the domed hall. “I will return to finish our game, friend Kurnos, when the 33rd piece is come.” [b]Death Knight:[/b] ? [b]Groaning Spirit, Banshee:[/b] ? [b]Lich:[/b] ? [b]Phantom:[/b] ? [b]Shadow:[/b] ? [b]Skeleton Warrior:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/16936/DL16-World-of-Krynn-1e?affiliate_id=17596]DL16 World of Krynn (1e)[/URL][spoiler] 1e [b]Banshee, Groaning Spirit:[/b] ? [b]Crypt Thing:[/b] ? [b]Eye of Fear and Flame:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Sheet Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Huecuva:[/b] ? [b]Lacedon, Marine Ghoul:[/b] ? [b]Mummy:[/b] ? [b]Penanggalan:[/b] ? [b]Shadow:[/b] ? [b]Sheet Phantom:[/b] ? [b]Skeletal Warrior:[/b] While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. [b]Skeleton:[/b] ? [b]Son of Kyuss:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] [b]Juju Zombie:[/b] ? [b]Monster Zombie:[/b] ? [b]Lord Loren Soth, Solamnic Death Knight, Knight of the Black Rose:[/b] While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type. [b]Jariket, Lich:[/b] ? [b]Kitiara, Penanggalan:[/b] ? [b]Pietro Kristofsky, Prefect of Paladine, Revenant:[/b] The creature is the revenant of Pietro Kristofsky, Prefect of Paladine. He has waited for over 300 years to get revenge on Lord Soth and his skeletal warriors for killing him. [b]Marantha, Banshee:[/b] ? [b]Gisela, Banshee:[/b] ? [b]Joanee, Banshee:[/b] ? [b]Leedara, Banshee:[/b] ? [b]Apparition:[/b] ? [b]Lich:[/b] ? [b]Undead:[/b] While on a mission far to the east, Soth, an intensely passionate man, met and fell in love with a beautiful elf-maiden cleric. Denissa was a disciple of the Kingpriest of Istar. Not knowing that Soth was married, she fell under the spell of Soth's saintly strength. A fortnight later, he left her with a promise to return within the year. Upon returning to his keep, Denissa haunted his thoughts. A plan emerged out of tormented passion for his elven cleric: Lady Korinne had to disappear-permanently. Korinne was no longer seen in the keep. It was rumored that she was pregnant and had taken to bed. The Knights and regular servants were told that it was a difficult pregnancy. Special attendants were hired by Soth to care for his wife. Only these hand-picked servants were allowed to see Korinne. Then came the announcement that Soth's wife and the baby died in childbirth. The truth was that she was strangled by an assassin hired by Soth himself. She was buried in the huge cemetery across the chasm from the keep. Her hired attendants were quickly dismissed and sent packing. Soth, in his apparent grief, rode off to the east. Weeks later he returned with a group of elf-maiden clerics, disciples of the Kingpriest. His closest friends knew that Soth was not the same man they had campaigned with. Something had changed since his wife died. They watched as he quickly became enamored of one of the elf-maidens. In the spring they were married. Within the year she gave birth to a handsome little boy. Lady Denissa earned the love and respect of the Knights and servants quickly. She was very wise, very kind, and never showed the grief she felt when she learned of the sinful deeds of her husband. In commune with her goddess, she was told that a holocaust would occur, that the Gods were displeased with the selfishness of the rulers of Ansalon and the very clergy itself! She warned Soth of the impending disaster, but he scoffed at her religious hysteria. She prayed to the Goddess Mishakal that Soth be allowed to redeem himself. Her prayers were answered, Mishakal told her how Soth could stop the great Cataclysm that was to occur. Through her love and spell-induced visions, she convinced Soth that he could redeem himself by finding the rod of omniscient wisdom and putting it into the hands of the Kingpriest at the Temple of Istar. Questing deep into the Dargaard Mountains, Soth and his hand-picked band of Knights fought their way down to the bottom of a maze of volcanic caverns to claim the legendary rod. The adamantite coffer that held the rod bore the inscription “He who removes this artifact from its resting place shall replace it with his soul.” Believing himself on a holy quest, Soth cracked open the coffer lid and peeked inside. He was the only one to see the purple drawstring bag, bearing the five segments of the rod, and 13 gold circlets. He reached in and removed the purple bag. Suddenly, the room became unbearably hot. Soth and his thirteen Knights passed out in a delirium. When they regained consciousness, Soth could not help but wonder if he had just lost his soul. He went to the coffer which was now closed. It would not open. So they left the caves and set off toward Istar with the holy artifact. Halfway across Thoradin, they made camp by a shallow river. There were no moons visible in the sky when the group was approached by four dark elven maidens, all disciples of the Kingpriest of Istar. They had sought him out after learning of his murderous deed and his present quest. Here he was, risking his life to reach Istar and the Gods were telling every female cleric of his sins! Then the elf-maidens threatened to betray him to the Kingpriest and destroy his quest. His dear wife Denissa, they said, was at that very moment sleeping with Greyspawn, Knight of Heart. This was more than Soth could bear! He ordered his men to break camp at once and to bring the women with them. They were returning to Dargaard Keep. If these accursed elves knew of his crimes, how could they be wrong about his wife? This was his ironic fate-he had been unfaithful to his first wife and now his second wife had been unfaithful to him. As he had murdered Korinne, Denissa had sent him on a deadly quest so she could be alone with her lover! Had he lost his soul? And she was cavorting with his long-standing friend! Betrayal and double betrayal! Soon after their arrival, the rod was placed on the temple altar and council meeting was called in the great circular Entry Hall. His wife was summoned before all and accused of infidelity by the treacherous dark elves. Innocent, stunned, and shamed before all, she ran to him, clutching her young child to her breast. At that moment, the world shook and everyone was knocked to the floor. The great chandelier fell from the ceiling above the hall and caused a blazing inferno in the heart of the keep. No one escaped the deadly flames. But before Denissa died, she called down a curse upon Soth, condemning him and his Knights to eternal dreadful life. Soth and his men were “reborn” as a death knight and 13 skeletal warriors. The keep was largely left intact after the Cataclysm. The fire scorched the lower floors and charred the outside of the tower. The southeastern wall of the keep had crumbled and fallen into the chasm as a result of the earthquake. From a distance, the keep now looked like a withered black rose. Forever wearing his enchanted armor, Soth became the Knight of the Black Rose. Soth soon found that he was quite different in form and power from his loyal followers. The men who had accompanied him on his quest had become skeletal warriors and the rest of his men had become undead creatures of every type.[/spoiler] [URL=https://www.drivethrurpg.com/product/162788/Dragonlance-Adventures-1e?affiliate_id=17596]Dragonlance Adventures[/URL][spoiler] [b]Spectral Minion:[/b] Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. [b]Spectral Minion Berserker:[/b] Some agents of evil are driven into a berserking frenzy when they become minions. This happened in many cases during the Cataclysm. These beings have rebelled against their quests and have no hope of ever being freed from their charges. [b]Spectral Minion Guardian:[/b] These minions were quested to guard some passage or object. [b]Spectral Minion Philosopher:[/b] ? [b]Spectral Minion Reveler:[/b] These minions revel through the halls and places to which they are tied. They are often found dancing madly or laughing in groups while drinking spectral ale. They dine gluttonously and play parlor games. Their frolicking has a dangerous, hypnotic effect on mortals who see them . Often adventurers are drawn into these revels. These unfortunate mortals dance uncontrollably, losing Strength and will power, and become spectral minions unless someone rescues them. [b]Spectral Minion Searcher:[/b] These armed minions of evil stalk their haunts, forever searching to fulfill their quests. [b]Spectral Minion Warrior:[/b] These groups of minions are the spirits of mortals who were locked in mortal combat at the time of death. [b]Lord Soth, Death Knight:[/b] Lord Soth, a Knight of the Rose who ruled in the far northeast reaches of Solamnia at Dargaard Keep had, in fact, been warned by his elven wife of the calamity that was coming. But Soth had dark secrets to keep. He had wed the elf woman in secret though he was already married to a barren woman of human royalty. Having fathered a child by the elf woman. he then murdered his first wife and claimed that she died in childbirth. The child of the elf woman became his heir and he claimed the elf woman as his lawful wife. When warned of the impending doom of the world, Lord Soth rode forth with his loyal Knights behind him. Yet waiting for him along the way was a troop of elven clerical women who stopped him. They knew of his dark deeds and persuaded Soth to turn back in exchange for their silence. Soth turned back and the Cataclysm took place. The elf woman and his child were consumed in a terrible fire before Soth's very throne. He returned to the keep to find the image of their bodies burned into the stone. No rug would cover it without being consumed. No brush would remove its stain. Thus did Soth sit on his throne until he, too, died but even then the gods would not grant him relief from his torment. [b]Undead:[/b] Chemosh is the lord of false redemption; he offers immortality at the price of exaltation. Those who follow his ways hope to live forever but will do so in bodies that are eternally corrupted. Nearly all of the evil undead have at one time or another made a pact with Chemosh or one of his servants. [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Shadow:[/b] ? [b]Wight:[/b] ? [b]Ghast:[/b] ? [b]Wraith:[/b] ? [b]Mummy:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Skeletal Warrior:[/b] His Knights, blind in their obedience to his will, remain with him still as skeleton warriors. [b]Banshee, Groaning Spirit:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17004/Dungeon-Masters-Guide-1e?affiliate_id=17596]Dungeon Master's Guide (1e)[/URL][spoiler] [b]Undead:[/b] If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. However, upon the destruction of their slayer/drainer, such lesser undead gain energy levels from characters they subsequently slay/ drain until they reach the maximum number of hit dice (and their former level of class experience as well, if applicable) appropriate to their type of undead monster. Upon reaching full hit dice status, they are able to slay/drain and control lesser undead as they once were. [b]Lesser Undead:[/b] When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. [b]Lesser Vampire:[/b] If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. [b]Lesser Vampire Thief 4:[/b] If a 0 level individual is drained an energy level, he or she is dead (possibly to become an undead monster). When a character is drained of all energy levels, he or she might become an undead monster of the same sort which killed him or her. (See the appropriate paragraphs pertaining to the undead monsters concerned in the MONSTER MANUAL.) These lesser undead are controlled by their slayer/drainer. Each has but half the hit dice of a normal undead monster of this same type. Lesser vampires have but half their former level of experience with respect to their profession (cleric, fighter, etc.) at the time they initially encountered and were subsequently slain/drained by their now-master vampire, i.e., an 8th level thief killed by a vampire, even though drained to below 0 level in the process, returns as a 4th level thief vampire, as appropriate. [b]Minor Death:[/b] ? [b]Mindless Undead:[/b] ? [b]Intelligent Undead:[/b] ? [b]Vecna, Arch-Lich:[/b] ? [b]Vecna, Phantom:[/b] ? [b]Ethereal Mummy:[/b] ? [b]Vampire Cleric 7:[/b] ? [b]Vampire Cleric 8:[/b] ? [b]Vampire Cleric 9:[/b] ? [b]Vampire Cleric 10:[/b] ? [b]Vampire Magic-User 9:[/b] ? [b]Vampire Magic-User 10:[/b] ? [b]Vampire Magic-User 11:[/b] ? [b]Vampire Magic-User 12:[/b] ? [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Lacedon:[/b] ? [b]Groaning Spirit:[/b] ? [b]Ixitxachitl Vampire:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Spectre:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] [i]Animate Dead[/i] spell. Artifact minor benign power. Artifact major malevolent effect FF. [b]Fire Giant Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Fire Giant Zombie:[/b] [i]Animate Dead[/i] spell. Animate Dead: It is, of course, possible to animate the skeletons or corpses of demi-human and humanoid, as well as human, sort. If creatures with more than a basic 1 hit die (or 1 + hit die) are so animated, the number of such skeletons or zombies will be determined in hit dice rather than total numbers. Thus, a cleric of 6th level could animate 6 skeletons of human or humanoid sort which in life had less than 2 hit dice, 3 such undead which in life had less than 3, but 2 or more hit dice, or a single undead creature which had 6, but less than 7, hit dice. For each such additional hit die, the skeleton or zombie will gain another die. Thus, the animated skeleton of a fire giant, an 11 hit die monster, is 10 over the norm for a skeleton normally animated, so it would have 1 + 10 hit dice (11d8). Likewise, a fire giant zombie would have 10 dice over and above the sort of creature typically made into a zombie, so it would have 2 + 10 hit dice (12d8). N.B.: This does not enable a cleric to make skeletons or zombies of characters of 2nd or higher level have more hit dice; such undead are simply human skeletons or zombies with 1 or 2 hit dice, nothing more. FF. User withers and ages 3-30 years each time the primary power is used, eventually turning the possessor into a deathless withered zombie guardian of the item.[/spoiler] [URL=https://www.drivethrurpg.com/product/17006/Dungeoneers-Survival-Guide-1e?affiliate_id=17596]Dungeoneer's Survival Guide (1e)[/URL][spoiler] [b]Ghost:[/b] Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. [b]Lacedon, Marine Ghoul:[/b] ? [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. [b]Spectre:[/b] Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. [b]Vampire:[/b] ? [b]Wight:[/b] Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. [b]Wraith:[/b] Nothing lives here anymore, although it is obvious that these caverns were once highly prized by a number of races. The skeletons include those of drow, duergar, svirfneblin, and derro. In fact, other subterranean creatures who left no skeletons-pech, cloakers, and illithids-also fought and died for control of these caverns. Although intruders do not encounter living things here, there is still danger. The spirits of the fallen warriors wish their battlegrounds to remain sacrosanct, and rise up to oppose those who tread there. Wights, wraiths, spectres, ghosts, and skeletons marshal their forces to attack trespassers. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17040/EX2-The-Land-Beyond-the-Magic-Mirror-1e?affiliate_id=17596]EX2 The Land Beyond the Magic Mirror (1e)[/URL][spoiler] [b]Witch-Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/16782/Forgotten-Realms-Campaign-Set-1e?affiliate_id=17596]Forgotten Realms Campaign Set (1e)[/URL][spoiler] [b]Banshee:[/b] ? [b]Ghost:[/b] ? [b]Lich:[/b] Sabirine learned the secrets of lichdom but chose to die a natural death instead. [b]Dracolich:[/b] ? [b]Tharuighagh, Lich:[/b] ? [b]Shoon, Mage-King of vanished Iltkazar, Lord-Most Mighty, Lich:[/b] ? [b]Azimer, Lich:[/b] ? [b]Aumvor the Undying, Lich:[/b] ? [b]Arch-Lich Ruelve:[/b] ? [b]Shoon, Demi-Lich Magic User 26+:[/b] ? [b]Skeleton:[/b] Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. [b]Skeleton Animal:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampiric Guardian Ixitxachitl Cleric 6:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] Myrkul can animate and command the dead, but has no power over undead above the level of zombies and skeletons. [b]Monster Zombie:[/b] ?[/spoiler] [URL="http://www.drivethrurpg.com/product/16802/FR1-Waterdeep-and-the-North-1e?affiliate_id=17596"]FR1 Waterdeep and the North[/URL] [spoiler] [b]Darcolich, Night Dragon:[/b] A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon. [b]Lich:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Deathknight:[/b] ? [b]Penanggalan:[/b] ? [/spoiler] [URL="http://www.drivethrurpg.com/product/16803/FR2-Moonshae-1e?affiliate_id=17596"]FR2 Moonshae[/URL] [spoiler] [b]Blood Warrior:[/b] The Blood Warriors are a type of undead soldier corrupted from normal human warriors by Kazgoroth's power. The Beast has a unique ability to perform a corrupted type of mass charm spell, creating for itself a band of fanatically loyal undead troops known as Blood Warriors. [b]Zombie Cauldron of Doom:[/b] Cauldron of Doom magic item. [b]Undead:[/b] It is also likely that a druid will enlist the aid of fellow adventurers to deal with problem such as an infestation of goblins or the desecration of an ancient barrow by an evil cleric, who might even animate the buried bodies to bring a plague of undead upon the land. [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] ? Cauldron of Doom This unique and potent item was cast by an ancient blacksmith under the watchful eye of the Beast, Kazgoroth. Its last rumored location was the Castle of Skulls in Llyrath Forest on the island of Gwynneth. The cauldron can be used to create a zombie-like monster from a human corpse. If a corpse is thrown into the cauldron, it is imbued with a mindless form of animation; it will answer the commands of the one who threw it into the cauldron. The zombie thus created is identical to a normal zombie, with a couple of exceptions. It has 4 (rather than 2) Hit Dice and thus attacks as a 4-HD monster. It also has an Armor Class of 5. [/spoiler] [URL=https://www.drivethrurpg.com/product/16804/FR3-Empires-of-the-Sands-1e?affiliate_id=17596]FR3 Empires of the Sands (1e)[/URL][spoiler] [b]Undead:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. [b]Ghast:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. [b]Ghost:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. [b]Prince Alemander V, Ghost:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. [b]General Nashram Sharboneth, Ghost:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. Legends tell of the ghosts of Prince Alemander V and Gen. Nashram Sharboneth, locked in an eternal struggle as each tries to avenge his murder by treachery at the hands of the other. As the occasional lost traveler or foolhardy adventurer has entered the castle ruins, the numbers of the various spooks and undead have increased, much to the dismay of local residents. [b]Lich:[/b] ? [b]Kartak Spellseer, Lich Magic User 31:[/b] ? [b]Shadow:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead. [b]Haunt:[/b] The ruins of Castle Tethyr and the surrounding grounds are haunted by the spirits of all who died by treachery that night ten years ago. It's an impressive list of ghosts, ghasts, haunts, shadows, and other undead.[/spoiler] [URL=https://www.drivethrurpg.com/product/17554/FR5-The-Savage-Frontier-1e?affiliate_id=17596]FR5 The Savage Frontier (1e)[/URL][spoiler] [b]Delzoun:[/b] ? [b]Monster Zombie Undead Ogre:[/b] ? [b]Monster Zombie Undead Bugbear:[/b] ? [b]Monster Zombie Undead Minotaur:[/b] ? [b]Spirit:[/b] ? [b]Banshee:[/b] ? [b]Ghoul:[/b] The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. [b]Ghast:[/b] Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches. The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. [b]Ghost:[/b] When the spirit from a summon ancestor spell appears, the summoner must make a Wisdom Ability Check to control it; otherwise the spirit becomes an uncontrolled ghost and immediately attacks all living beings around it. The hall is haunted by four ghosts, tragic lovers who caused each other's deaths. This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. [b]Ghostly Defender:[/b] A ruined fortress located on the High Road between Waterdeep and Leilon, it was destroyed in the final orc assault against the Fallen Kingdom. It is said that on the anniversary of that battle, ghostly defenders walk the battlements waiting for allies who never come. [b]Champion Spirit:[/b] ? [b]Lizardman Lich:[/b] ? [b]Lich:[/b] ? [b]Wulgreth, Lich-Like Being 26:[/b] ? [b]Mummy:[/b] ? [b]Shadow:[/b] Grintharke and his followers are exiles from the Abyss who may not gate in demons more powerful than manes (which are transformed into shadows and ghasts), rutterkins or dretches. The Nabassu are surrounded by ghouls, ghasts, and shadows of their creation. [b]Skeleton:[/b] Shamans of Yurtrus may animate dead to create skeletons and zombies. In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. [b]Skeleton Warrior:[/b] ? [b]Apatosaurus Skeleton:[/b] The clan's hearth at Morgur's Mound is surmounted by an apatosaurus skeleton. It is said that in time of great need, the tribal shamans can animate the skeleton to fight in the tribe's defense. During Runemeet, the combined power of the shamans can cause the bones to come together as an apatosaurus skeleton. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Vampire Hill Giant Shaman 6:[/b] ? [b]Vampire Hill Giant:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] Shamans of Yurtrus may animate dead to create skeletons and zombies. In addition to his magical spells, Dendybar the Mottled may animate 1d6 skeletons or 1d3 zombies each round of combat, so long as bodies are available. [b]Monster Zombie:[/b] ? [b]Apparition:[/b] This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here. [b]Coffer Corpse:[/b] ? [b]Shan Nikkoleth, Deathknight:[/b] ? [b]Penanggalan:[/b] ? [b]Haunt:[/b] A golden, decorated shield +3 lies half-hidden by shrubbery. The emblem design on the shield is that of a Griffon Rampant. A haunt, once a valiant cavalier, lurks nearby and attempts to possess any who take the shield. The dead cavalier's mission was to rescue a southern princess taken captive and sold in Waterdeep long ago. The princess is long dead too, but at least one of her descendants bears a remarkable resemblance to her. This pass through a southern spur of the Spine of the World was the site of a desperate battle between orcs and the dwarven army of Delzoun. Now, most folk avoid it if they can, for it is haunted by ghosts, haunts, and apparitions of the warriors who died here.[/spoiler] [URL=https://www.drivethrurpg.com/product/16807/FR6-Dreams-of-the-Red-Wizards-1e?affiliate_id=17596]FR6 Dreams of the Red Wizards[/URL][spoiler] [b]Dread Warrior:[/b] Dread Warriors are like zombies, but they must be created just after death and they still retain some small intelligence-enough to carry out unimaginative orders. A Dread Warrior must be created from the body of a fighter, who retains some of his fighting skill. [i]Animate Dread Warrior of Tam[/i] spell. [b]Zulkir Szass Tam, Lich Magic-User 24:[/b] ? [b]Zombie:[/b] Shevas Tam then had his minions slaughter most of the Guild members and Shevas Tam turned them into zombies. Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. [b]Skeleton:[/b] Lately she has found a new way of keeping her soldiers in the field-the Zulkir of Necromancy has been taking her slain soldiers and turning them into zombies and skeletons. [b]Wight:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ? Animate Dread Warrior of Tam (Necromancy) Level: 6 Components: V, S, M Range: Touch Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: One creature Explanation/Description: This spell is used on any newly-dead person on whom the preservation spell has been placed. The body becomes a zombie of unusual power and ability. It does not work on skeletons. The body affected must be a person with good fighting ability, though it need not originally have been a fighter. However, the body loses any skills other than fighting skills it had, so fighters are the best candidates.[/spoiler] GDQ 1-7 Queen of the Spiders[spoiler] [b]Asberdies, Lich Magic User 20:[/b] ? [b]Lich Magic User 18/Cleric 20:[/b] ? [b]Bone Colossus:[/b] The white giant is a bone colossus, a being created from the joining of many skeletons. [b]Belgos, Drow Vampire:[/b] ? [b]Vlad Tolenkov, Vampire Magic User 15:[/b] ? [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Zombie:[/b] ? [b]Crypt Thing:[/b] ? [b]Wight:[/b] The portable hole contains a jeweled crown (80,000 gp), a gem-set orb (50,000 gp), and a scepter likewise encrusted with precious stones (65,000 gp) which were the lich’s in life. They now bear a curse which affects any living creature that takes them. The magic will turn the individual or individuals into a wight after sickening and dying. The curse can only be removed by a cleric of 20th or higher level. (The items radiate both magic and evil.) [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17046/I1-Dwellers-of-the-Forbidden-City-1e?affiliate_id=17596]I1 Dwellers of the Forbidden City (1e)[/URL][spoiler] [b]Jungle-Ghoul:[/b] ? [b]Fungi-Encrusted Intelligent Skeleton:[/b] ? [b]Orchonos, Vampiric Plantmen:[/b] ?[/spoiler] [URL="www.drivethrurpg.com/product/17048/I2-Tomb-of-the-Lizard-King-1e?affiliate_id=17596"]I2 Tomb of the Lizard King[/URL] [spoiler] [b]Vampiric Lizard Man:[/b] The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. [b]Female Vampiric Lizard Man:[/b] ? [b]Sakatha, Vampire Vampiric Lizard King Magic-User 9:[/b] As Sakatha lay dying on the field, his shattered army scattering all around him, he spoke his final wish: that he might live to drink the very blood of those who had defeated him, and the blood of their offspring through the ages. Thus it was that Sakatha, by means of this badly worded dying wish, provided the means for his own return. After 200 years he has come back in a new form, a form suited to fulfill the contents of his wish exactly: Sakatha has awakened as a vampire. The origin of these horrid creatures was the result of the dying wish to Sakatha, the great Lizard King who accidentally wished himself into a vampiric existence. [b]Bride of Sakatha, Lizard Vampire:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Vampire:[/b] Curse on Sakatha's spell book. SAKATHAS SPELL BOOK Sakatha’s spell book is clearly just that, and will be recognized as a book of spells as soon as it is seen. The book is a large, thick book with gold-plated wooden covers. It is closed and locked with a simple clasp lock. There are no runes or inscriptions of any kind on the cover. The book, however, carries a special curse: any person (other than Sakatha) who ever uses the book can never be rid of it, and that person will lose 1 point of intelligence per week. When the intelligence score is reduced to zero, the person will die (no save). If buried, the dead person will awaken as a vampire in 1-10 weeks. A remove curse spell will enable the victim to be rid of the book and will stop the drain on intelligence, but will not restore the lost intelligence points. [/spoiler] [URL=https://www.drivethrurpg.com/product/196428/I35-Desert-of-Desolation-1e?affiliate_id=17596]I3-5 Desert of Desolation (1e)[/URL][spoiler] [b]Munafik, Undead Magic User 10:[/b] Munafik read old and wicked books to prolong his life, but the books turned him undead. [b]Spectral Minion:[/b] ? [b]Ghostship:[/b] ? [b]Cursed City Vision Priest:[/b] ? [b]Cursed City Vision Passing Caravan:[/b] ? [b]Cursed City Vision Business Transaction:[/b] ? [b]Cursed City Vision Thundering Chariot:[/b] ? [b]Cursed City Vision Elephant:[/b] ? [b]Cursed City Vision Lovers:[/b] ? [b]Ghost Thief:[/b] ? [b]Ghost Fighter:[/b] ? [b]Ghostly Mob:[/b] ? [b]Al-Dolak, Ghost:[/b] If given the chance, the ghost will explain that he was Al-Dolak, the once-great Captain of the guard. He was involved in the assassination plot against the Sheik, but had only a cowards role to play. He assembled the guards for inspection just as the assassins were attacking the Sheik. Now he must stay here, looking upon their noble faces. [b]Cryptknight:[/b] It is a cryptknight, who, while helping to assassinate the Sheik, was killed at the exact moment the Tower became time-trapped. [b]Dust Specter, Dust Spectre:[/b] ? [b]Habrauk Al-Nirin, Spectre:[/b] ? [b]Krinos Pandipolous, Wraith:[/b] The wraith is the spirit of Krinos Pandipolous, the manager of the baths during the last years of the city. He was so evil that when the city was abandoned, he was chained to the benches in the changing room, cursed by all the departing clerics, and left to die. [b]Ghast:[/b] ? [b]Ghoul:[/b] "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." [b]Ghost:[/b] ? [b]Groaning Spirit:[/b] This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. Her spirit has become a groaning spirit that lives in this room. [b]Mummy:[/b] ? [b]Shadow:[/b] ? [b]Skeleton:[/b] These are the remains of adventurers who cursed the gods that put them here and were in turn cursed to become wandering skeletons in Phoenix. The changing rooms may contain skeletons, created from the remains of dead adventurers who cursed the gods that put them here; they were, in tum cursed, to wander Phoenix for eternity, or until they are laid to rest. [b]Spectre:[/b] ? [b]Wight:[/b] Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." [b]Wraith:[/b] Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. "Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb." [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17049/I3-Pharoah-1e?affiliate_id=17596]I3 Pharoah (1e)[/URL][spoiler] [b]Amun-Re, Ghost:[/b] “In death my spirit gleefully approached my pyramid, but Osiris stopped my spirit from entering that tomb, for, said he, 'Your monument to life was to be the benefit you brought to the people under your stewardship, not this edifice of stone. As you Looked only to your death in life, so shall you look only to your life in death. I am bound to fulfill your curse, for you have called it down with the power in my name. But I do curse you Amun-Re, that you shall not enter this tomb where are the implements of your voyage to heaven, until some mortal soul does despoil this place, taking your staff of ruling and the star gem of Mo-Pelar from your theft-proof tomb.'” [b]Munafik:[/b] Great Munafik/the priest most high. Munafik, priest was keeper of the tomes of Terbakar, the greatest library in all lands of the golden age. Munafik searched too, for life eternal and some say that he sought to rob the pharaohs of their right to that life. But through his study of all the Books of secret lore he only sought to serve. In truth Munafik’s search was rewarded for the books showed him the way of life eternal here. Munafik read old and wicked books to prolong his life, but the books turned him undead. [b]Ghoul:[/b] “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” [b]Wight:[/b] “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. [b]Wraith:[/b] “Since the lands dried up, none of the faithful were left to bring food or offerings to the temple. Soon the stored foods were gone and the priests turned to their High Priest for the answer. He taught them the dark arts, telling them that it was the way to eternal life. It turned out, however, only to be the way to eternal undeath. The priests soon turned into wraiths, wights, and ghouls, feeding on the hapless adventurers that entered the tomb.” Munafik read old and wicked books to prolong his life, but the books turned him undead. In his quest to prolong the lives of the priests, he turned them into wights and wraiths. [b]Mummy:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17050/I4-Oasis-of-the-White-Palm-1e?affiliate_id=17596]I4 Oasis of the White Palm (1e)[/URL][spoiler] [b]Mummy:[/b] ? [b]Zombie:[/b] ? [b]Wight:[/b] ? [b]Skeleton:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Shadow:[/b] ? [b]Wraith:[/b] ? [b]Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17051/I5-Lost-Tomb-of-Martek-1e?affiliate_id=17596]I5 Lost Tomb of Martek (1e)[/URL][spoiler] [b]Cryptknight:[/b] Cryptknights are creatures that were time-trapped just as they died. Thus, they became trapped in their deaths. [b]Spectral Minion:[/b] Spectral minions are the spirits of humans or demihumans who died before they could fulfill powerful vows or quests that had been placed on them. Similar to ghosts, spectral minions do not fully exist on the Prime Material plane. Even in death, spectral minions are bound to the vows or quests placed upon them when they were alive. Every day, they must relive the events leading to their deaths, trying to fulfill their vows and quests. Outdoors, spectral minions must stay within 1,000 yards of where they died. Otherwise, they must stay in the corridor or room where they were at death. They are long-dead Thune Dervishes who were caught half-way across the glass sea when dawn came. They are on the Skysea to search for a new god to worship and are cursed to stay here by the god they worshipped before. [b]Ghostship:[/b] ? [b]Groaning Spirit:[/b] This woman was part of a plot against her husband, the sheik of this tower. She was imprisoned in this room for her plotting. [b]Al-Dolak, Ghost:[/b] The ghost will speak, one round after appearing, explaining that he was AI-Dolak, the once great captain of the guard. He was involved in the assassination plot against the sheik, but had only a coward’s role to play. He assembled the guards for inspection just as the assassins were attacking the sheik. Now he must stay here forever, looking upon the noble faces of the once-honored guard. [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Lancer of Death, Spectral Minion:[/b] ? [b]Death Watch, Spectral Minion:[/b] ? [b]Spectre:[/b] ? [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17527/I6-Ravenloft-1e?affiliate_id=17596]I6 Ravenloft[/URL][spoiler] [b]Count Strahd von Zarovich, The First Vampyr, Vampire Magic-User 10:[/b] The death she saw in me turned her from me. And so I came to hate death, my death. My hate is very strong; I would not be called "death" so soon. I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood. I found Tatyana weeping in the garden east of the Chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. [b]Strahd Zombie:[/b] They were called into being through a dark magic, now forgotten even by Strahd himself. Strahd zombies were created from the long-dead guards of Castle Ravenloft. [b]Zombie:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Maiden Vampire:[/b] ? [b]Vampire:[/b] These are old, hapless victims of the Count. [b]Groaning Spirit:[/b] ? [b]Spectre:[/b] ? [b]Helpful Spirit:[/b] ? [b]Helga, Vampire:[/b] She claims to be the daughter of a villager, cruelly forced into service of the Strahd. She will plead on her hands and knees, if necessary, to be saved from this awful place. She will play the part of the innocent female to the last, only revealing her ferocity as a vampire when she attacks. She is, in fact, the daughter of one of the townspeople but she chose a life of evil with Strahd. [b]Skeleton:[/b] ? [b]Prince Aerial du Plumette, Ghost:[/b] Ariel was a terrible man, who sacrificed more than himself in his quest for wings. [b]Endorovitch the Terrible, Spectre:[/b] This man loved Marya and found that she loved someone else in his court. As Marya and her lover were dining, Endorovich put poison into the man's wine glass. The glasses were mixed up and the girl drank it instead. The lover was hanged for the deed and buried in the cemetery behind the church in Barovia township. Endorovich never did get over his guilt and, in his madness, killed many in his lifetime. [b]Sasha Iviliskova, Vampire:[/b] This vampire is an old wife of Strahd's, a townsperson now under his control. [b]Patrina Velikovna, Banshee:[/b] Patrina was a gypsy elf maiden who, having learned in early life a great deal of the black arts, was nearly a match for Strahd's powers. She felt a great bond with Strahd and desired to become one of his wives. Strahd, ever willing, agreed, but before the final draining of spirit from her soul could take place, her own people stoned her to death in mercy. Strahd demanded, and got, the body. She then became the banshee spirit found here.[/spoiler] [URL=https://www.drivethrurpg.com/product/178605/I10-Ravenloft-II-The-House-on-Gryphon-Hill-1e?affiliate_id=17596]I10: Ravenloft II: The House on Gryphon Hill (1e)[/URL][spoiler] [b]Strahd Von Zarovich, The Creature, Vampire Mage 10:[/b] I am rebirth, I am flight. The troubles of my previous life fade into shadows alone. I was peace itself. I was good and just. I practiced my arts for the benefit of all and healed the land with the gifts of a just god but the torment of my own dark self followed me. Within me was darkness, and hatred and envy. As I looked about, so too did this black shadow of mankind's soul seep slowly into all that I did, diluting its power and sapping its strength. My own darkness, my own doubting, hatred and rage poisoned me as well; with so much done in the service of others, my own spite and pride tore at me in the back of my mind. In the end, it said to me, all there is, is death, and all these good works will be for naught. Then came the vision. I saw a way by which I might rid myself of my own darkness. Indeed, might I not rid all mankind of its darker self? This would surely be perfection, joy and treasure. This was the Apparatus and once my mind conceived it, I could not rest until its completion. Many nights did I work in the darkness of my secluded laboratory, my mind fevered with the immensity of what I would accomplish. Yet did success elude me! Failure after failure did I suffer. The key to the banishment of our darker self was ever hanging before me, without shape or substance; ever in a haze of taunting obscurity. One night my tortured soul boiled with hate and anger. I cried out! “Why had the gods made man so? Why must we be tortured by contrast in this life, faced constantly with the choice of light and dark?” I would conquer this if I could. I would defy such law! Then came to me with clarity the knowledge of what I must do. I saw the missing piece, its rod of crystal hewn just so; its length just thus. The sulphur sphere . . . it all made sense. I vowed to leave thus for a time the paths decreed by the just gods, for in the end much good could be accomplished . . . surely the gods would understand the need of that. Within a fortnight the deed was done. The Apparatus stood complete within my laboratory. The great sulphur ball in its mechanism, the receptors below all arranged properly about the lead glass sphere. The tests had all been successful . . . I could let no one but myself be the first within that chamber. The power surged with the spinning sphere. Lightning laced the chamber. Arrows of brilliance flew from the receptors and pierced the glass . . . my soul! The darkness encompassed me . . . it screamed! When at last I awoke, I was free. Yet the great experiment worked all too well. I could marry with good conscience the woman I loved and know that the darker self within me would be no obstacle to our joy and happiness. We were betrothed and the date was set. I gave no thought then to where my darker soul had been sent. Where that part of me lived, I did not know. My pride had played one last trick upon me. I continued my questing to perfect my device when on a terrible night of storm the Apparatus fled from my control and black darkness solidified within the crystal globe. From whence I had sent my dark self . . . it had returned! Now it has taken form, unbidden and terrible. The creature . . . for no other name would suit . . . emerged from the shattering globe. I fled from the house in terror that such horror should have existed within me, only to return! I am the ancient, I am the land. My beginnings are lost in the darkness of the past. I was the warrior. I was good and just. I thundered across the land like the wrath of a just god, but the war years and the killing years wore down my soul as the wind wears stone into sand. All goodness slipped from my life; I found my youth and strength gone and all I had left was death. My army settled in the valley of Barovia and took power over the people in the name of a just god, but with none of a god's grace or justice. I called for my family, long unseated from their ancient thrones, and brought them here to settle in the castle Ravenloft. They came with a younger brother of mine, Sergei. He was handsome and youthful. I hated him for both. From the families of the valley, one spirit shone above all others. A rare beauty, who was called “perfection,” “joy” and “treasure.” Her name was Tatyana and I longed for her to be mine. I loved her with all my heart. I loved her for her youth. I loved her for her joy. But she spurned me! “Old One” was my name to her—”elder” and “brother” also. Her heart went to Sergei. They were betrothed. The date was set. With words she called me “brother,” but when I looked into her eyes they reflected another name..death.. It was the death of the aged that she saw in me. She loved her youth and enjoyed it. But I had squandered mine. The death she saw in me turned her from me. And so I came to hate death,my death. My hate is very strong. I would not be called “death” so soon. I made a pact with death, a pact of blood. On the day of the wedding I killed Sergei, my brother. My pact was sealed with his blood. I found Tatyana weeping in the garden east of chapel. She fled from me. She would not let me explain, and a great anger swelled within me. She had to understand the pact I made for her. I pursued her. Finally, in despair, she flung herself from the walls of Ravenloft and I watched everything I ever wanted fall from my grasp forever. It was a thousand feet through the mists. No trace of her was ever found. Not even I know her final fate. Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. Worse still, he had the audacity to use the machine on himself. Indeed, this enchanted engine drained all that was evil from the body of the Alchemist and cast it out. But the exiled evil did not dissolve into nothingness but rather gained a malignant nonlife of its own in a land far distant. Now, that abomination has returned to confront the Alchemist and to claim the life-rights it was denied by its creator. This is the vampire, the Creature Strahd. [b]Strahd Skeleton:[/b] These skeletons have been animated by the Creature. [b]Strahd Skeletal Steed:[/b] These are skeletal war horses that the creature has animated. [b]Strahd Zombie:[/b] These zombies are the creations of the Creature Strahd. [b]Azalin, Lich Magic-User 18:[/b] ? [b]Lich 18:[/b] ? [b]Master Ilmen, Strahd Zombie:[/b] ? [b]Caarey Gelthik, Ghast:[/b] ? [b]Jerimy Estmore, Wight:[/b] ? [b]Master Tangle, Wraith:[/b] ? [b]Wren Thims, Wraith:[/b] ? [b]Carl Ramm, Mummy:[/b] ? [b]Sharon Teece, Groaning Spirit:[/b] ? [b]Molly Grayswit, Vampire:[/b] Watching here is a vampire, a young woman who disappeared from town some weeks ago. Her parents presumed she had run off with a sailor, not realizing she had fallen victim to Strahd. [b]Thinn Balder, Zombie:[/b] ? [b]Badder Ghastling, Ghast:[/b] ? [b]Karen Edgerton, Wight:[/b] ? [b]Geam Welstap, Wraith:[/b] ? [b]Maquir Loft, Wraith:[/b] ? [b]Ellen Stinworthy, Mummy:[/b] ? [b]Miranda Langstry, Groaning Spirit:[/b] ? [b]Charity Bliss, Vampire:[/b] ? [b]Lord Godefry, Haunt:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..." The only being found here is a haunt, the remains of Godefroy, who died here after slaying his wife and child. Godefroy will seek to possess one of the characters that enters the room and force him to lay the spirits of his dead wife and daughter to rest. [b]Kelman Osterlaker, Spectre:[/b] ? [b]Penelope Godefry, Haunt:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..." It will try to posses one of the characters and then complete its flight from its father. [b]Kattle Lisbury, Wight:[/b] ? [b]Emory Maus, Wight:[/b] ? [b]Marcus Lithe, Wraith:[/b] ? [b]Thellactin Mianns, Spectre:[/b] ? [b]Kelly Duncan, Groaning Spirit:[/b] ? [b]Emma Kelley, Vampire:[/b] ? [b]Millicent Hodgson, Zombie:[/b] ? [b]Natterly Knutnor, Ghast:[/b] ? [b]Momsin Alenny, Wight:[/b] ? [b]Shingol Tann, Wraith:[/b] ? [b]Yettergun Folie, Spectre:[/b] ? [b]Leslie Kale, Groaning Spirit:[/b] ? [b]Arlie Esterbridge, Vampire:[/b] ? [b]Lady Godefroy, Ghost:[/b] “...Tragedy has struck! This morn, Goodman Morris came winded from the Godefroy house. He says Lady Godefroy and her child are brutally slain and the blood clings to Lord Godefroy's hands..." Slain by her husband. [b]Ogre Wight:[/b] ? b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Groaning Spirit, Banshee:[/b] ? [b]Haunt:[/b] ? [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17321/KaraTur-The-Eastern-Realms-1e?affiliate_id=17596]Kara-Tur: The Eastern Realms (1e)[/URL][spoiler] [b]Salt-Zombie:[/b] T'hai Salt Flats An ancient salt lake once filled this land, but deep underground upheavals resulted in the water draining away, leaving a desolate and parched tract of salty soil where no green plants take root. Strange boulders and sand dunes shape the land here, and it is an evil place. The only man who is known to live there is the evil wu jen Utwa So, the master of the “salt-zombies,” undead monsters he has created from the helpless peasants and adventurers who wander into his domains. [b]Undead Warrior:[/b] Ancient undead warriors are accidentally raised from their graves by a group of rice farmers extending an irrigation canal near the village of Gawat. Coming out of an extensive unmarked sepulcher the monsters attack and kill six of the diggers. [b]Ghost:[/b] The ghost of an ancient ancestor of the Ho clan is seen in Ausa. He was executed by the Shou troops who put down their revolt hundreds of years ago, yet he had no part in the rebellion. He was an honorable man and mourns his lost name. Todaijo is the northerly port city on Sora Bay in Kanahanto Province that was once the stronghold of Prince Miki. Miki was killed and his city destroyed by korobokuru in 2/45 (105). However, Todaijo was rebuilt over time, and remains a center of trade for the far north of Shinkoku. Todaijo is a city haunted by ghosts and uneasy spirits. Its inhabitants have learned to live with this, and simply avoid certain buildings haunted by those who died violently at the hands of korobokuru. [b]Pin Mo Nom, The Headtaker, Spectre:[/b] ? [b]Baijang:[/b] ? [b]Gaki, Hungry Ghost:[/b] ? [b]Bisan:[/b] ? [b]Spirits of the Dead:[/b] The spirits of the dead are descended from those who lived evil or unfulfilled existences when they were alive. For this, they have been judged by the Lords of Karma to eternally walk the Earth as spirits, forever in torment. [b]Joki Lam, Ghost:[/b] ? [b]Ghostly Ferry-Man:[/b] ? [b]Old Man of Pursai, Ghost:[/b] ? [b]Ghostly Deer:[/b] ? [b]Ghost Ship of Hidegari Iegusa:[/b] Boats navigating the Sea of the Long Morning are sometimes greeted with the eerie sight of the ghost ship of Hidegari slowly making its way along the coastline. About 500 years ago, the legendary seaman Hidegari Iegusa engaged in a fierce battle with a fleet of warships from Kozakura. The battle went against Hidegari, and with his sails ablaze and his crewmen dead, his ship vanished into a sudden fog. The ghost ship is recognizable by its glowing hull and sails of flame. [b]Chu-U Ghost:[/b] The chu-u were neither virtuous enough to pass the judges examinations nor malevolent enough to merit additional sentencing. [b]Ghost of Samon:[/b] About halfway on the Hayatoge Road is where the wandering shukenja Samon met his end nearly 2,000 years ago. While on a religious retreat, Samon betrayed his vows and courted and married a beautiful peasant girl. When he awoke the next morning, he found a great serpent coiled next to him, the true form of his bride. Horrified, he ran off into the mountains. His spirit is still occasionally seen by evening travelers. [b]Ghoul:[/b] ? [b]Peat Mummy:[/b] ? [b]Memedi Genndruwo:[/b] ? [b]Common Memedi:[/b] The category of frightening spirits can be very broad. Most unexplained phenomena that frighten a person are likely to be described as memedi, and many spirit creatures presented in Oriental Adventures may fit the category. [b]Common Memedi Djim:[/b] These are apparently the spirits of deceased priests. [b]Common Memedi Djrangkong:[/b] ? [b]Common Memedi Panaspati:[/b] ? [b]Common Memedi Setan Gundul:[/b] ? [b]Common Memedi Uwil:[/b] Apparently the spirit of a dead sohei. [b]Common Memedi Wedon:[/b] ? [b]Sundel Bolong:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] ? [b]Tigbanua Buso:[/b] ? [b]Mountain Buso:[/b] ? [b]Jiki-Ketsu-Gaki:[/b] ? [b]Shinen-Gaki:[/b] ?[/spoiler] [URL="www.drivethrurpg.com/product/17059/L1-The-Secret-of-Bone-Hill-1e?affiliate_id=17596"]L1 The Secret of Bone Hill[/URL][spoiler] [b]Animal Skeleton:[/b] ? [b]Ghoulstirge:[/b] ? [b]Zombire:[/b] The animated corpse of a low-level magic-user. [b]Skelter:[/b] The skelter, like the zombire, is the animated remains of a once very evil low-level magic-user. [b]Ghast:[/b] ? [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Wraith:[/b] In life, he was a strong and dreaded warlord, a man of cruel cunning and great evil, who mocked the paths of goodness and light, preferring instead the wicked and the dark. At the height of his powers he struck a bargain with a powerful devil, who granted him after death a continued existence in wraith form in exchange for service in life. [b]Zombie:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/17060/L2-The-Assassins-Knot-1e?affiliate_id=17596]L2 The Assassin's Knot (1e)[/URL][spoiler] [b]Zombie:[/b] Guarding the balcony are two invisible zombies created by Tellish and Arrness.[/spoiler] Legends and Lore[spoiler] [b]Mictlantecuhtli:[/b] ? [b]Gods of Lankhmar:[/b] Ancient mummified skeletons sustaining themselves through the use of mighty magics. [b]Ghost:[/b] ? [b]Ghoul:[/b] [b]Groaning Spirit, Banshee:[/b] ? [b]Lich:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17009/Manual-of-the-Planes-1e?affiliate_id=17596]Manual of the Planes (1e)[/URL][spoiler] [b]Undead:[/b] Many undead draw their animating force from the Negative Material plane, which endows them with the power to drain ability scores or levels. Such creatures are said to exist in both the Prime Material and Negative Material planes simultaneously, though this is unlikely, as the two are not linked. There is no record of undead spotted in either the Positive or Negative Material planes, though they are found in the quasi-planes. There are no elemental undead. [b]Ghost:[/b] ? [b]Groaning Spirit:[/b] ? [b]Lich:[/b] ? [b]Githyannki Lich-Queen:[/b] ? [b]Shadow:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] ? [b]Apparition:[/b] ? [b]Eye of Fear/Flame:[/b] ?[/spoiler] Monster Cards Set 4[spoiler] [b]Vampire:[/b] Anyone totally drained by a vampire becomes a vampire in one day.[/spoiler] [URL=https://www.drivethrurpg.com/product/17056/N1-Against-the-Cult-of-the-Reptile-God-1e?affiliate_id=17596]N1 Against the Cult of the Reptile God (1e)[/URL][spoiler] [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] Here, Garath Primo, the naga's evil cleric, performs his sinister spells, restoring “life” to the bodies of dead humans. [b]Coffer Corpse:[/b] ? [b]Wraith:[/b] ? [b]Wight:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/16801/N5-Under-Illefarn-1e?affiliate_id=17596]N5 Under Illefarn (1e)[/URL][spoiler] [b]Ghoul:[/b] ? [b]Dwarf Skeleton:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. [b]Human Skeleton:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. [b]Orc Skeleton:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. [b]Goblin Skeleton:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons. [b]Skeleton:[/b] Kelthas has also raised a number of dwarf, human, orc and goblin skeletons.[/spoiler] [URL=https://www.drivethrurpg.com/product/17324/OA1-Swords-of-the-Daimyo-1e?affiliate_id=17596]OA1 Swords of the Daimyo (1e)[/URL][spoiler] [b]Lich:[/b] ? [b]Spectre:[/b] ? [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Vampiric Ixitxachitl:[/b] ? [b]Kuei:[/b] Now haunting the cave is the kuei of one of his unfortunate victims—a young woman who was about to be married. As a kuei this woman is compelled to possess the body of another woman, so that she can complete her marriage oath. Having died centuries ago, her intended is no longer alive. If she marries into his family, however, her oath will be fulfilled.[/spoiler] [URL=https://www.drivethrurpg.com/product/17330/OA2-Night-of-the-Seven-Swords-1e?affiliate_id=17596]OA2 Night of the Seven Swords (1e)[/URL][spoiler] [b]Sanai, Ghost:[/b] ? [b]Ghost:[/b] Aside from a few creatures that have wandered in, most of the spirits here are bound by the ancient curse on the castle. The ghosts can be defeated by various means, but unless they are permanently laid to rest by specified means, they return to haunt the castle the following night. The spirits of any slain characters whose bodies are abandoned on the island join the ghosts and may be encountered in later adventures. [b]Tagamaling Buso:[/b] ? [b]Tigbanua Buso:[/b] ? [b]Phantasm:[/b] ? [b]Bushi Zombie:[/b] ? [b]Ninja Spirit Shadow:[/b] ? [b]Giant Crab Ghost:[/b] ? [b]Spirit Samurai:[/b] ? [b]Flying Spirit:[/b] ? [b]Nin-Chu-Ju-Gaki, Starving Spirit:[/b] ? [b]Ghost:[/b] This lost spirit cannot know final rest until he possesses his prayer beads. He was overcome by the Porter at 15, who threw his body down the well (9) after stripping it of all its symbols of faith. The body was swallowed by the giant carp. A kindly maiden haunts the willow. She grieved at the clan’s loss of honor when they slew a messenger from the Sun Temple. Her spirit can not rest until the body of the messenger is given a proper burial. [b]Goburu Ichi, Kuei Shukenja 5:[/b] This is Goburu Ichi, a late priest of the Sun Temple. He died of the wasting disease of Lady Murasame (area 28), but strangely, he cannot recall the cause of his demise. [b]Jiki-Ketsu-Gaki:[/b] ? [b]Hengeyokai Mantis Monk 6 Spirit:[/b] ? [b]Yushi, Spirit:[/b] ? [b]Ito Murasame, Shikki-Gaki:[/b] ? [b]Shinen-Gaki:[/b] ? [b]Ghostly Matter, Supernatural Phenomena, Ghostly Phenomena:[/b] Most these phenomena are of evil nature and are generated from the forces present in the caverns. Some, however, emanate from sources which are not strictly evil. Laying tortured spirits to rest stops the phenomena associated with them. [b]Vision:[/b] ? [b]Crawling Spectre:[/b] ? [b]Zombie:[/b] ? [b]Juju Zombie:[/b] ? [b]Otomo Tahiro, Permanent Haunt, Ghost:[/b] The old man is Otomo Tahiro, a 3d level shukenja who entered the caverns two months ago intending to rid the area of its evil forces. Although his intentions were noble, Tahiro’s mission was hopeless; the forces in the caverns were much too powerful. He was ultimately captured by the wu jen who resides in area 26. The wu jen cruelly used a burning paint to inscribe the fates of other clan members on the shukenja’s body. Not only can the damage not be cured, but it proves fatal in a short time. Tahiro has been kept prisoner in this pit, subsisting on the insects and vermin that find their way in. For the first three months, Tahiro was regularly brought back to the wu jen, but as his physical condition worsened, the wu jen lost interest, and Tahiro has been left alone since then. His mind is virtually gone and he is near death. As long as the characters remain outside the pit, Tahiro believes he is about to be tortured again and continues to babble, “Not again! Please! Just kill me!” regardless of what the characters say. If any of the party members enters the pit and comes within five feet of him, Tahiro stops babbling and stares at the character. As he recognizes that the characters are not his tormentors, he babbles, “You must leave! This is an evil place! You must leave!” If the PCs attempt to question him, they find that he is all but incoherent. He knows his name but little else and to most questions he shakes his head slowly from side to side and mutters, “I don’t know....” If asked what happened to him or how he got there, he babbles, “Not again! Please! Just kill me!” If asked about the relics, an expression of sheer terror crosses his face, and he gasps, “The creature...the creature...” Tahiro raises his arm and gestures, causing an image of shimmering pink light to appear in the pit. It is an octopoid apparition with seven wriggling tentacles. Each tentacle holds a razor-edged katana. The creature is hovering in a cloud of red mist which gradually envelops it. The creature begins to cackle as it is swallowed in the mist, and the image fades. This final effort proves to be too much for the old man who dies immediately. Attempts to prevent his death (or to raise him after his death) fail; his Constitution is reduced to zero. (If the players insist on taking Tahiro with them, the DM should remind them that he is unlikely to get far in this condition.) If his body is abandoned here, Tahiro becomes a permanent haunt and remains in this area until struck by a silver weapon (a fact his ghost does not know). [b]Haunted Arm:[/b] This is the arm of a ninja, a former clan member who tried to escape the caverns by passing through the wall but didn’t make it. The ninja is dead, but his haunted arm lives on and guards the passage.[/spoiler] [URL=https://www.drivethrurpg.com/product/17331/OA3-Ochimo-The-Spirit-Warrior-1e?affiliate_id=17596]OA3 Ochimo The Spirit Warrior (1e)[/URL][spoiler] [b]Ochimo, Spirit Warrior:[/b] The pirate base was abandoned during the Black Cycle of Years, amid rumors of mysterious disappearances and hauntings. It was at this time that the Dead Spirit King, his wisdom in the dark arts grown great, first created his Ochimo, or spirit warriors. The Ochimo were created from those pirates who ventured too close to his overgrown temple complex. If this Opawang did exist, then it may or may not have made itself servants, which men might call spirit warriors. [b]Jiki-Niku-Gaki:[/b] ? [b]Shikki-Gaki:[/b] ? [b]Lacedon, Aquatic Ghoul:[/b] The Opawang’s failed experiments. [b]Earth Ochimo:[/b] ? [b]Water Ochimo:[/b] ? [b]Air Ochimo:[/b] ? [b]Fire Ochimo:[/b] ? [b]Skeleton:[/b] Talisman of the Restless Dead magic item. [b]Vampiric Kappa:[/b] ? Talisman of the restless dead. This device looks like a small birds-foot charm on a leather thong. It forces spirits to animate the bones of any long-dead humans and humanoids that are available (these are similar to western skeletons, and may be turned, though they are also affected by spells that deal with spirits). Up to 20 such skeletons may be animated in a single day.[/spoiler] [URL=https://www.drivethrurpg.com/product/17333/OA4-Blood-of-the-Yakuza-1e?affiliate_id=17596]OA4 Blood of the Yakuza (1e)[/URL][spoiler] [b]Jiki-Niku-Gaki:[/b] ? [b]Jiki-Ketsu-Gaki:[/b] ? [b]Getsu, Tigbanua Buso:[/b] ? [b]Tagamaling Buso:[/b] Destroying Nakamaru is easy, at least to Getsu’s mind. All he needs to do is infect enough of the population with the disease carried in his claws—the disease that transforms a man into a hideous tagamaling buso. [b]Lord Toragi, Kuei:[/b] The kuei of Lord Toragi, uncle of Lord Mitsuhide, lurks in the outermost bailey of the castle, the place where his banishment was pronounced. Sentenced by the shogun due to the false charges of his half-brother, the kuei is still attempting to prove Toragi’s innocence and avenge the family name. Seventeen years ago, Lord Toragi, uncle of Lord Mitsuhide (the current daimyo of Nakamaru), secretly pledged his aid to the Goshukara cause. Before he could fulfill his pledge, he was banished at the orders of the shogun, framed by a plot created by his younger brother. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara. Now his kuei seeks to possesses an able and noble warrior so that he can fulfill his pledge of service to the Goshukara.[/spoiler] [URL=https://www.drivethrurpg.com/product/193622/OA5-Mad-Monkey-vs-the-Dragon-Claw-1e?affiliate_id=17596]OA5 Mad Monkey vs the Dragon Claw (1e)[/URL][spoiler] [b]Undead Ronin:[/b] The world grows hazy for a moment, as if you had slipped into a meditative trance. You see the image of a great black cat, a leopard, bound with a huge chain made up of links similar to the figure in your hand. A mighty warrior smashes those links, setting the creature free of its oppressors. Much of the chain is recovered and taken elsewhere, but this one piece is taken by another and moved to a shrine in the Joi Chang Peninsula. A group of Kozakuran ronin, fallen from their once-noble standards, raid the shrine and slay all the priests but one, demanding to know the magic of the ivory piece. The old man only states that “a chain is made up of all its links.” Puzzled, the ronin and his friends slay the last priest and take the ivory. With his last words, the priest utters an ancient curse on the ronin. Now the ronin are arguing. The one with the ivory piece is slain by a blow to the head, and stumbles back into a well. As he falls, the other former samurai draw their weapons and attack each other. The ancient curse was for the four ronin to become eternal guardians of the fragment of chain. [b]Detrinius Wands, Lich 20:[/b] ? [b]Splin, Tigbanua Buso:[/b] ? [b]Ningyo Vampire:[/b] ? [b]Jiki-Ketsu-Gaki:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17334/Oriental-Adventures-1e?affiliate_id=17596]Oriental Adventures (1e)[/URL][spoiler] [b]Buso:[/b] ? [b]Tigbanua Buso:[/b] ? [b]Tagamaling Buso:[/b] This type of buso is a person infected by a tigbanua. This disease periodically transforms the person into a tagamaling. Each night there is a 1% cumulative chance that the diseased person transforms, his body changing into that of a buso. The victim becomes savage and mindless, attacking (and devouring) any and all he can. The tagamaling has the same hit dice and hit points as the person possesses in normal lite. Characters With special abilities are not able to use their powers while transformed, their minds filled only with rage and animal lusts. The diseased person has no memory of any actions done as a tagamaling. Once the disease reaches 100%, the victim can no longer be cured and changes into a tagamaling every night. The claws of a tigbanua transmit a horrible disease and all wounded by the creature must make a successful saving throw vs. death or become infected. Those infected eventually become tagamaling. [b]Con-Tinh:[/b] The con-tinh is an evil spirit creature. Legend and folklore maintain they are spirits of maidens who died before their time. [b]Gaki, Nin-Chu-Ju-Gaki:[/b] The gaki (or more properly the nin-chu-ju-gaki) are the spirits of the wicked, returned to the Prime Material Plane in the form of horrid monsters as punishment for their sins. The nature of the crimes committed in his life determines the type of gaki the spirit returns as. [b]Jiki-Ketsu-Gaki:[/b] ? [b]Jiki-Niku-Gaki:[/b] ? [b]Shikki-Gaki:[/b] ? [b]Shinen-Gaki:[/b] ? [b]Kappa Vampiric:[/b] ? [b]Kuei:[/b] A kuei is a spirit of the dead, now in the form of a demon-ghost. This may occur if a person dies unburied, with his life unfulfilled. or by violence unavenged. When encountered, a kuei normally attempts to possess a victim. If this is successful. the form of the kuei disappears and takes control of the victim. Once the possession is successful, the kuei uses the physical body to complete whatever task still binds it to the Prime Material Plane. This may be to seek vengeance on its killer, fulfill an oath, or arrange for the ceremonies in the temple necessary to release it. When fulfilling an oath, the kuei may remain in possession of the victim for a long time. Indeed, one story is told of a kuei possessing her sister to fulfill an oath of marriage, remaining with her promised husband for many years before being discovered. [b]Ghost:[/b] ? [b]Ghoul:[/b] ? [b]Haunt:[/b] ? [b]Penanggalan:[/b] ? [b]Animal Skeleton:[/b] ? [b]Revenant:[/b] ? [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Zombie:[/b] [i]Animate Dead[/i] spell. Animate Dead (Necromantic) Level: 5 Components: V, S, M Range: 1" Casting Time: 5 rounds Duration: Permanent Saving Throw: None Area of Effect: Special The wu jen wielding this spell may create skeletons and zombies from dead bodies, which are then subject to the commands of their creator. The wu jen may create one skeleton or zombie for each level of experience, and the undead creatures last until destroyed or dispelled. The material component of the spell is a piece of a burial shroud.[/spoiler] [URL=https://www.drivethrurpg.com/product/17003/Players-Handbook-1e?affiliate_id=17596]Players Handbook (1e)[/URL][spoiler] [b]Ghast:[/b] [b]Ghost:[/b] [b]Ghoul:[/b] [b]Lich:[/b] [b]Mummy:[/b] [b]Shadow:[/b] [b]Skeleton:[/b] [i]Animate Dead[/i] spell. [b]Spectre:[/b] [b]Vampire:[/b] [b]Wight:[/b] [b]Wraith:[/b] [b]Zombie:[/b] [i]Animate Dead[/i] spell. Animate Dead (Necromantic) Level: 3 Components: V, S, M Range: 1” Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Special Explanation/Description: This spell creates the lowest of the undead monsters, skeletons or zombies, from the bones or bodies of dead humans. The effect is to cause these remains to become animated and obey the commands of the cleric casting the spell. The skeletons or zombies will follow, remain in an area and attack any creature (or just a specific type of creature) entering the place, etc. The spell will animate the monsters until they are destroyed or until the magic is dispelled. (See dispel magic spell.) The cleric is able to animate 1 skeleton or 1 zombie for each level of experience he or she has attained. Thus, a 2nd level cleric can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is not basically a good one, and it must be used with careful consideration and good reason by clerics of good alignment. It requires a drop of blood, a piece of human flesh, and a pinch of bone powder or a bone shard to complete the spell.[/spoiler] [URL=https://www.drivethrurpg.com/product/17054/Q1-Queen-of-the-Demonweb-Pits-1e?affiliate_id=17596]Q1 Queen of the Demonweb Pits[/URL][spoiler] [b]Ghast:[/b] ? [b]Ghoul:[/b] ? [b]Lacedon:[/b] ? [b]Vlad Tolenkov, Vampire Magic User 15:[/b] ? [b]Bone Colossus:[/b] A being created from the joining of many skeletons. [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17473/Return-to-the-Tomb-of-Horrors-2e?affiliate_id=17596]Return to the Tomb of Horrors[/URL][spoiler] [b]Demi-Lich, Acererak:[/b] Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich's servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. [b]Animated Skeleton of a Giant:[/b] ? [b]Magically-Prepared Zombie:[/b] Magically-prepared zombie with spells upon him. [b]Lich, Acererak:[/b] Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. [b]Mummy:[/b] Inside this sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely visible between the wrappings covering the head. This 5,000 g.p. Gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. [b]Ghost:[/b] All that remains now of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e., a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak.[/spoiler] [URL=http://www.drivethrurpg.com/product/17024/The-Rogues-Gallery-1e?affiliate_id=17596]The Rogues Gallery (1e)[/URL][spoiler] [b]Lich Magic-User 18:[/b] ? [b]Lich Magic-User 19/Cleric 21:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/176871/S1-Tomb-of-Horrors-1e?affiliate_id=17596]S1 Tomb of Horrors (1e)[/URL][spoiler] [b]Acererak, Demi-Lich:[/b] Eventually even the undead life force of Acererak began to wane, so for the next 8 decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Prime Material Plane, and use of the SECOND KEY alerts the now demi-lich that he must be prepared to do battle in order to survive yet more centuries. [b]Animated Giant Skeleton:[/b] ? [b]Magically-Prepared Zombie with Spells Upon Him:[/b] Magically-prepared zombie with spells upon him. [b]Mummy:[/b] Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and tattered, and a huge amethyst just barely-visible between the wrappings covering the head. This 5,000 g.p. gem has an evil magic placed upon it, and if it is removed from the eyesocket the remains become a true mummy. [b]Acererak, Lich:[/b] Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. [b]Ghost:[/b] All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.[/spoiler] [URL=https://www.drivethrurpg.com/product/17064/S2-White-Plume-Mountain-1e?affiliate_id=17596]S2 White Plume Mountain (1e)[/URL][spoiler] [b]Wight:[/b] ? [b]Shadow:[/b] ? [b]Ctenmir, Vampire:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17065/S3-Expedition-to-the-Barrier-Peaks-1e?affiliate_id=17596]S3 Expedition to the Barrier Peaks (1e)[/URL][spoiler] [b]Shadow:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17066/S4-The-Lost-Caverns-of-Tsojcanth-1e?affiliate_id=17596]S4: The Lost Caverns of Tsojcanth (1e)[/URL][spoiler] [b]Lacedon-Ghast:[/b] ? [b]Lich:[/b] A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. [b]Demi-Lich:[/b] A supremely evil human magic-user or cleric can exist far beyond the natural span of life by using certain arcane secrets. This creature, the lich, can exist for centuries. Ultimately, its life force eventually wanes. The lich form decays and the evil soul roams strange planes unknown even to the wisest of sages. The remaining force is a demi-lich. "Demilich" is a misleading term, in that the hearer might believe [b]Ghost:[/b] If the place of the demi-lich is entered, its dust swirls into the air and forms a man-like shape. The demi-lich can never be turned, in any of its manifestations. If the dust-form is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not cause harm. Attacks on the dust-shape only strengthen it. Once attacked, the dust-form might (75%) immediately gain the powers of a wraith. Further attacks give the creature additional hit points. Although it is unhurt by blows or spells, it will waver and fall back as if hurt, all the while gaining hit points. It begins with 1 hit point, and gains 1 hit point for each physical attack against it, plus hit points equal to the level of any spell used against it (Le., a third level spell gives it 3 hit points). If 50 hit points are gained, the dust-shape will form itself into a ghost (50 hp) controlled by the spirit of the demi-lich. The ghost will attack immediately. [b]Drelnza, Vampire Fighter 13:[/b] ? [b]Shadow:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17068/T14-Temple-of-Elemental-Evil-1e?affiliate_id=17596]T1-4 Temple of Elemental Evil (1e)[/URL][spoiler] [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [b]Ghast:[/b] ? [b]Human Skeleton:[/b] ? [b]Gnoll Skeleton:[/b] ? [b]Shadow:[/b] ? [b]Groaning Spirit:[/b] ? [b]Ixitxachitl Vampire:[/b] ? [b]Lacedon, Marine Ghoul:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17069/U1-The-Sinister-Secret-of-Saltmarsh-1e?affiliate_id=17596]U1 The Sinister Secret of Saltmarsh[/URL][spoiler] [b]Skeleton:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17072/UK1-Beyond-the-Crystal-Cave-1e?affiliate_id=17596]UK1 Beyond the Crystal Cave (1e)[/URL][spoiler] [b]Lich:[/b] ? [b]Poltergeist:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/170096/Unearthed-Arcana-1e?affiliate_id=17596]Unearthed Arcana (1e)[/URL][spoiler] [b]Ghost:[/b] ? [b]Lich:[/b] ? [b]Shadow:[/b] Shadow Lanthorn magic item. [b]Monster Skeleton:[/b] [i]Animate Dead Monsters[/i] spell. [b]Monster Zombie:[/b] [i]Animate Dead Monsters[/i] spell. [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Wraith:[/b] ? [b]Juju Zombie:[/b] [i]Energy Drain[/i] spell. Animate Dead Monsters (Necromantic) Level: 5 Components: V, S, M Range: 1” Casting Time: 7 segments Duration: Permanent Saving Throw: None Area of Effect: Special Explanation/Description: This spell enables the caster to animate 1 humanoid or semi-humanoid skeleton or corpse for every 2 levels of experience which he or she has attained. The dweomer animates the remains and empowers the caster to give commands. Direct commands or instructions of up to about 12 words in length will be obeyed by the skeletons or zombies animated (cf. animate dead spell). Monster types which can be animated by this spell include but are not limited to: apes (carnivorous and giant), bugbears, ettins, giants (all varieties), ogres, and trolls (all varieties). In general, the remains must be of bipedal monsters of more than 3 hit dice and with endoskeletons similar to those of humans, except in size (which must be greater than 7’ height). Corpses animated by this spell are treated either as monster zombies (see Monster Manual II), or else as normal (living) creatures of the same form if that creature type normally has less than 6 hit dice. Skeletons animated by this spell are treated as monsters of half the hit dice (rounded up) of the normal sort. Animated monsters of either type receive their normal physical attacks, but have no special attacks or defenses other than those typically possessed by monster zombies or skeletons. The material components for the spell are the cleric’s holy/unholy symbol and a small specimen of the type of creature which is to be animated. Energy Drain (Evocation) Level: 9 Components: V, S, M Range: Touch Casting Time: 3 segments Duration: Permanent Saving Throw: None Area of Effect: One creature Explanation/Description: By casting this spell, the magic-user opens a channel between the plane he or she is on and the Negative Material Plane, the caster becoming the conductor between the two planes. As soon as he or she touches (equal to a hit if melee is involved) any living creature, the victim loses two energy levels (as if struck by a spectre). A monster loses two hit dice permanently, both for hit points and attack ability. A character loses levels, hit dice and hit points, and abilities permanently (until regained through adventuring, if applicable). The material component of this spell is essence of spectre or vampire dust. Preparation requires three segments, the material component is then cast forth, and upon touching the victim the magic-user speaks the triggering word, causing the dweomer to take effect instantly. There is always a 5% (1 in 20) chance that the caster will also be affected by the energy drain and lose one energy level at the same time the victim is drained of two. Humans or humanoids brought to zero energy level by this spell become juju zombies. Shadow Lanthorn: This mundane-appearing light radiates a faint, evil dweomer. If it is fueled by oil rendered from fat of human corpses, its beam will generate 5-8 shadows who will serve the possessor of the device for as long as it burns. When the oil is consumed the shadows will disappear. Typical burning time is one hour. Note: Characters of good alignment will lose experience points equal to the value of the item if they do not destroy such a device.[/spoiler] [URL=https://www.drivethrurpg.com/product/17080/WG4-The-Forgotten-Temple-of-Tharizdun-1e?affiliate_id=17596]WG4 The Forgotten Temple of Tharizdun (1e)[/URL][spoiler] [b]Wongas, Coffer Corpse:[/b] This unusually powerful coffer corpse is the remains of the last High Priest of the Temple, Wongas by name. Unable to place himself in the chief crypt, not being able to get past the guardian there, he had his vault placed in this chamber. Before he could begin proper decoration of the sarcophagus, however, the last of the lesser priests and servants deserted the Temple. Eventually, Wongas stalked to his tomb alone, full of rage and hate and shame. The High Priest made his own corpse into a monster by force of hate and displeasure. The resulting coffer corpse is thus far stronger than that normally encountered.[/spoiler] [URL=https://www.drivethrurpg.com/product/17393/WG5-Mordenkainens-Fantastic-Adventure-1e?affiliate_id=17596]WG5: Mordenkainen's Fantastic Adventure (1e)[/URL][spoiler] [b]Slow Shadow:[/b] Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. Those killed by slow shadows are transformed into slow shadows, but these usually remain within 40 ft. of where they were killed. This, of course, suggests that wandering slow shadows are created, or summoned, and those that stay within one area are past victims. [b]Shadow:[/b] Slow shadows are related to their cousins, the shadows. It is thought by those who study arcane fauna and undead creatures such as these that shadows (and particularly slow shadows) come from the Negative Material Plane. Some place their origin in Shadowland, but this is not substantiated. [b]Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17398/WG7-Castle-Greyhawk-1e?affiliate_id=17596]WG7 Castle Greyhawk (1e)[/URL][spoiler] [b]Wight:[/b] ? [b]Crypt Thing:[/b] ? [b]Headless Mouse Horde:[/b] Mudstone has been making mouse-head hors d’oeuvres for three days in room 25, but he is too lazy to dispose of the bodies. He uses a special animate dead spell to order the bodies to run to the swill pit (room 18) and dispose of themselves. [b]Galomohgen, Disembodied Spirit:[/b] ? [b]Ghost:[/b] ? [b]Spectre:[/b] ? [b]Bones, Skeleton Cleric 1:[/b] ? [b]Ghast:[/b] Nabassu Death Stealing power. [b]Vampire:[/b] ? [b]Revenant:[/b] ? [b]Wraith:[/b] ? [b]Death Knight:[/b] ? [b]Shadow:[/b] Nabassu Bestow Death power. [b]Lich:[/b] In actuality, this room is a time trap; time here moves very slowly compared to that in the outside world. One round in this room equals a half hour outside it. The tome is Secrets of Immortality by X. Gig, Magus Paragon, Regum Rex, etc., etc. The book is tied to the lectern by strange silver threads, as thin as gossamer. These are strands from Istus’s web in the plane of Time. They cannot be broken by any force save Istus herself. Nor can any force move or break the lectern. Secrets of Immortality is readable (although highly technical in its use of language), but it is incomprehensible to all creatures with Intelligences below 21. For magic-users who have Intelligences of 21 who would read it, it would take 10 years of careful study to understand its principles. (A nonweapon proficiency taken in the study of the abstract theories of magic will reduce the time of study to only three years.) If the book is mastered, characters will know how to create an elixir of youth, become a shade or a lich, and understand “general principles of life force extension.” [b]Duke Grave, Death Knight:[/b] ? [b]Rahz, Lich 20:[/b] ? [b]Melvin, Ghost:[/b] The apparition is the ghost of Melvin, an evil human who in life delighted in stopping up sinks and toilets, causing much embarrassment and suffering to those who followed him in using the bathroom. He also enjoyed overflowing the bathtub and switching the cold and hot water knobs in the shower. Such were the extent of his evil deeds that in death he was consigned to wander the sewers, carrying a phantom pipe wrench and forever searching for leaks, to atone for his evil acts. [b]Juju Zombie:[/b] ? [b]Stan, Death Knight:[/b] ? [b]Mummy:[/b] ? [b]Ghoul:[/b] ? death stealing (save vs. death magic or become a ghast). bestow death (must successfully steal death first, save vs. death magic or become a shadow).[/spoiler] [URL=https://www.drivethrurpg.com/product/17363/WG8-Fate-of-Istus-1e-2e?affiliate_id=17596]WG8 Fate of Istus (1e/2e)[/URL][spoiler] [b]Ghost:[/b] This section of Re1 Mord was a crowded area of commoners' residences until a fire destroyed most of it in 1152 O.R. More than 500 persons died in the smoke and flames. After the fire, clean-up crews complained of hauntings and strange occurrences, and the area was abandoned. This ghost is the spirit of an evil-worshiper who kept her nature secret. She's been disturbed from her slumbers by the activities of Mordel. [b]Ghoul:[/b] ? [b]Wight:[/b] The wight was once a brutal mercenary captain, who came to Harper's Hold to force Diambeth into giving him some information that the hard wished to keep secret. When it became obvious he had no choice, the bard summoned his guardian from room 2 to slay the captain. While there would he no legal consequences from his act, Diambeth decided it would be best if the captain's colleagues never found out about his fate. Rather than dumping the body outside his grounds as he would otherwise have done, the bard made other arrangements: a secret chamber, where the captain would remain undisturbed. As with others of great evil, however, the captain's spirit didn't find rest. Consumed with hatred for Diambeth-which, over the years, generalized to hatred for the living-the captain became a wight. [b]Haunt:[/b] In life, the haunt was an elven cavalier who swore a mighty oath that she’d bring warning to the Theocrat himself that a large bandit force was massing on the border for an attack into the Pale. Since the cavalier died more than 20 years ago, her information is a little out of date, but her oath still binds her. [b]Spectre:[/b] Mordel and his assistant had opened one of the crypts (the one marked “F” on the map), and had taken various unpleasant substances from within. Mordel’s activities around the cemetery have disquieted some of the dead, and the occupant of this crypt is no exception. In life, he was a lawful evil assassin who entered the city disguised as a visiting cleric of Pholtus. While in Wintershiven, he died in a tragic accident and was interred-ironically enough-with great honor. His spirit was already troubled over his body being buried with people so antithetic to his alignment; now this last desecration proved to be the last straw. Ten rounds after the combat with Mordel begins, the occupant rises as a spectre. [b]Xaene the Accursed, Two-Headed Lich:[/b] Xaene, once ousted from the court wizard position he had coveted for such a long time, took to studying necromancy, an art he had become efficient in while creating Ivid’s various servants. While raiding graveyards and tombs he came upon the artifact described in room 17 above, as well as those detailed in room 11. All three artifacts are aligned to Nerull, especially the Tapestry of Nightmares. In unraveling the tapestry’s secret, Xaene was converted to neutral evil (from chaotic evil) and was transformed into a lich. However, his mind, strong as it was, could not stand (or fathom) the change; and his will persisted to such a stubborn degree that Nerull actually cursed Xaene, saying, “You have two minds-so have two heads to go with them!” [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] ? [b]Wraith:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] ? [b]Nerlax, Vampire:[/b] ? [b]Swordwraith:[/b] ? [b]Coffer Corpse:[/b] ? [b]Juju Zombie:[/b] ? [b]Bach:[/b] ? [b]Giant Bach:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e?affiliate_id=17596]World of Greyhawk Fantasy Game Setting (1e)[/URL][spoiler] [b]Lacedon, Sea Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Werewolf Vampire:[/b] ? [b]Zombie:[/b] ?[/spoiler] [/spoiler] 1e Dragon Magazine[spoiler] Dragon 25[spoiler] [b]Vampire Asanbosam:[/b] ? [b]Vampire Burcolakas:[/b] ? [b]Vampire Catacano:[/b] ? [b]Vampire Lobishumen:[/b] ? [b]Vampire Ekimmu:[/b] ? [b]Vampire Blautsauger:[/b] It can only turn its victims into vampires by forcing them to eat earth from its grave. Those who consume the earth will become vampires when they die, even if not killed by the blautsauger. Only a wish will prevent this. [b]Vampire Mulo:[/b] ? [b]Vampire Alp:[/b] ? [b]Vampire Anananngel:[/b] ? [b]Vampire Krvopijac:[/b] ? [b]Vampire Ch'ing-Shih:[/b] ? [b]Vampire Vlkodak:[/b] ? [b]Vampire Bruxa:[/b] ? [b]Vampire Nosferat:[/b] ? [b]Vampire:[/b] One must also consider the question of origin. If people can only become vampires through the bite of a vampire, where did the first one come from? According to the legends, the means can range from a simple death-bed curse and excommunication, through ancestry (e.g. one type was to be an Albanian of Turkish origin, another was to have red hair), through witchcraft, to violent death. The latter one is the easiest method for D&D. Hence, any body left unguarded without a Bless spell from a cleric will become a vampire within seven days. [b]Spectre:[/b] Those who die from the blautsauger without eating the earth from its grave become spectres.[/spoiler] Dragon 26[spoiler] [b]Lower Soul P'o:[/b] ? [b]Lost Soul Pr'eta:[/b] The Pr’eta is the soul of a suicide. [b]Vampire-Spectre Ch'ang-Kuei:[/b] ? [b]Sea Bonze:[/b] ? [b]Celestial Stag:[/b] ? [b]Goat Demon:[/b] ? [b]Lich:[/b] Liches are high level clerics or magic users who have become very special undead. Before becoming a Lich, the cleric or magic user must have been at least 14th level in life, although 18th level is most common. Once a lich is created, it might drop in level, but below 10th level, one can not exist. Preparation for Lichdom occurs while the figure is still alive and must be completed before his first “death.” If he dies somewhere along the line and is resurrected, then he must start all over again. The lich needs these spells. Magic Jar, Trap the Soul, and Enchant an Item, plus a special potion and something to “jar” into. The item into which the lich will “jar” is prepared by having Enchant an Item cast upon it. The item cannot be of the common variety, but must be of high quality, solid, and of at least 2,000 g.p. in value. The item must make a saving throw as if it were the person casting the spell. (A cleric would have to have the spell Enchant an Item and Magic Jar thrown for him and it is the contracted magic user’s level that would be used for the saving throw.) The item can contain prior magics, but wooden items are not acceptable. If the item accepts the Enchant an Item spell (this requires 18+ (Z-O) hours), then Trap the Soul is cast on the item. Trap the Soul has a chance to work equal to 50% + 6%/level of the magic user/cleric over 11th level. (A roll of 00 is always failure.) If the item is then soul receptive, the prepared candidate for Lichdom will cast Magic Jar on it and enter the item. As soon as he enters the jar he will lose a level at once and the corresponding hit points. The hit points and his soul are now stored in the jar. He then must return to his own body and must rest for 2-7 days. The ordeal is so demanding that his top three levels of spells are erased and will not come back (through reading/prayer) until the rest period is up. The next time the character dies, regardless of circumstances, he will go into the jar, no matter how far away and no matter what the obstacles (including Cubes of Force, Prismatic Spheres, lead boxes, etc.). To get out again, the MU/Cleric must have his (or another’s) recently dead body within 90 feet of the jar. The body can be that of any recently killed creature, from a mouse to a kirin. The corpse must fail its saving throw versus magic to be possessed. The saving throw is that of a one-half hit die figure for a normal man, animal, small monster, etc., regardless of alignment, if the figure had three or fewer hit dice in life. If it had four or more hit dice, it gains one of the following saving throws, according to alignment: Good Lawful, Good Choatic, Good Neutral — normal saving throw as in life; Neutral Lawful, Neutral Choatic, Pure Neutral — normal saving throw as in life -3; Evil Lawful —saving throw -4; Evil Neutral —saving throw -5; Evil Choatic —saving throw -6. The corpse can be dead no longer than 30 days. If it makes its saving throw, it will never receive the lich. The MU’s/Cleric’s own corpse can be dead any length of time and is at -10 to receive him. He may attempt to enter his own corpse once each week until he succeeds. In the wightish body, the lich will seek his own body and transport it to the location of the jar. Destruction of his own body is possible only via the spell Disintegrate and the body gets a normal saving throw versus the spell. Dismemberment or burning the body will not totally destroy it, as the pieces of the corpse will radiate an unlimited range Locate Object spell, Naturally it may be difficult for the lich to obtain these pieces/ashes, but that is another story. If and when the wightish body finds the remains of the lich’s original body, it will eat them and after one week will metamorphosis into a humanoid body similar to that of the lich’s original body. Once the lich is back in his own body he will have the spell he had in life and never has to read/pray for them again. In fact he can not, except once to “fill up” his spell levels. As a lich, he can never gain levels, use scrolls, or use magic items that require the touch of a living being. If his body is disintegrated then the lich can only be a Wightish body unless he can find someone to cast a WISH for him to get the body back together again. The jar must be on the prime material, the negative material or the positive material plane and of course he must have a means of gaining access to the appropriate plane in the first place. Preparing the body of the living figure is done via a potion. The potion is difficult to make and time consuming. It requires these items; A. 2 pinches of pure arsenic B. 1 pinch of belladonna C. 1 measure of fresh phase spider venom (under 30 days old) D. 1 measure of fresh wyvern venom (under 60 days old) E. The blood of a dead humanoid infant killed by a phase spider F. The blood of a dead humanoid infant killed by a mixture of arsenic and belladonna G. The heart of a virgin humanoid killed by wyvern venom H. 1 quart of blood from a vampire or a person infected with vampirism I. The ground reproductive glands of 7 giant moths (head for less than 60 days) The items are mixed in the order given by the light of a full moon. When he drinks the potion (all of it) the following will occur: 1-10 No effect whatsoever other than all body hair falling out — start over! 11-40 Coma for 2-7 days —the potion works! 41-70 Feebleminded until dispelled by Dispel Magic. Each attempt to remove the feeblemind has a 10% chance to kill him instead if it fails. The potion works! 71-90 Paralyzed for 4-14 days. 30% chance that permanent loss of 1-6 dexterity points will result. The potion works! 91-96 Permanently deaf, dumb or blind. Only a full wish can regain the sense. The potion works! 97-00 DEAD —start over . . . if you can be resurrected.[/spoiler] Dragon 29[spoiler] [b]Ghost Gesges:[/b] Ghosts of unborn children whose mothers die in pregnancy.[/spoiler] Dragon 30[spoiler] [b]Vampire:[/b] A Vampire can have its minions buy a figure it has killed so that human can rise as a Vampire on the next night. Note that humanoids and demihumans can NOT become vampires. Inadvertent creation of a Vampire is possible in either case if a body killed by a Vampire is buried and subsequently the body is dug up (assuming that the burying of the Vampire’s kill does not properly prevent the body from rising again as a Vampire). This brings up the point of how a body can be properly “disposed of” after being killed by a Vampire or a “lesser” Vampire. This process should be a simple one and accomplishable in a few ways: 1. The body and head can be separated; 2. The body can be burned; 3. The body can be disposed of just as a Vampire would be disposed of; or 4. The body is drained of blood and either a Bless, Prayer, Chant or Exorcism is said over the corpse. Other reasonable means can be ruled on by the DM. The next big area of argument comes over what type of monster results when a Vampire kills a human, the human is buried, and then is unearthed the next night (or later). How the figure is killed is one major bone of contention: Does the figure die due to damage or due to being drained to zero level? If the figure dies due to damage (not all necessarily from the Vampire), then the figure can retain abilities from his/her former profession. If a 12th-level Wizard, for example, is wounded by some form of attack and is then touched by a Vampire such that he becomes a Necromancer but is also killed due to damage of the Vampire’s touch, the resultant monster will be a “lesser” Vampire who is also a Necromancer! If the figure dies by full draining, then all former profession abilities and levels are lost — the figure is a vampire, nothing more.[/spoiler] Dragon 32[spoiler] [b]Crawling Claw:[/b] Crawling Claws are said to have been the invention of the necromancer Nulathoe, who devised a series of spells whereby small parts of once-living bodies could be almost perfectly preserved, and (once animated) controlled. Nulathoe’s arts were too crude to be practical in controlling organs of any complexity, and at his death only their most useful application—the control of hands or paws—survived, through his two apprentices. Creation of a claw requires an intact human hand, or a claw (which must be from a creature existing entirely upon the Prime Material Plane), either freshly severed or in skeletal form. Creation is usually a cooperative effort, and is begun with application of Nulathoe's Ninemen (a 5th-level Magic-User spell involving the fresh blood of an animal of the same biological class as that of the claw and the destruction of a moonstone of not less than 77 gp value, which is powdered and sprinkled over the claw) or a similar spell researched by the magic user concerned. This serves to preserve the claw, protect it against decay and corrosion, and strengthen its joints with magical bonds. Within four turns after casting the Ninemen, an Animate Dead spell must be cast upon the claw.[/spoiler] Dragon 36[spoiler] [b]Richard Upton Pickman, King of the Ghouls:[/b] When Pickman grew weary of this world, he disappeared through one of the many tunnels the ghouls had dug under New England. Journeying deeper and deeper into the black, dank burrow, Pickman eventually crossed through the Gate of Deeper Slumber, into the Realm of Dream. He joined the ghouls in their lairs, slowly devolving into a ghoul himself, though he retains more human features and mannerisms than is normal among ghouls. [b]Ghoul:[/b] Viewing Richard Upton Pickman’s painting “The Lesson” (“A circle of nameless dog-like things in a churchyard teach a small child how to feed like themselves.“) Unless a save versus spells is made, the player character is changed into a ghoul.[/spoiler] Dragon 42[spoiler] [b]Skeleton:[/b] Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables. Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. Not all such burials need be of human bodies! Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse. [b]Vampire:[/b] Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables. Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. Not all such burials need be of human bodies! Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. [b]Zombie:[/b] Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables. Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. Not all such burials need be of human bodies! Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. A physical manifestation of the dead in the material world. The Restless Spirit literally animates his lifeless corpse. If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM. Evil characters always return from the dead with all the capabilities of an AD&D Vampire. Note that a character of any alignment who commits suicide will return as a vampire unless the appropriate steps are taken at his burial: stake through the heart, head cut off, mouth stuffed with garlic and the like. Such suicides must be purposeful—unrequited love or a point of honor, for example—with the DM’s discretion strongly advised. [b]Haunt:[/b] Burial or cremation of the dead is customary in our campaign. These rites are, in fact, necessary as any character or NPC who dies while adventuring—and remains unburied—will return from the dead to visit his unfeeling comrades with plague, disaster and misfortune until his spirit is put to rest! Even if buried, if his fellow adventurers refuse to pay his Widow’s Share or Weregeld, he will also haunt them until such monies are paid. (Note that lack of burial or refusal to pay Widow’s Share must be deliberate in order to create a restless spirit.) If the body is beyond recovery (swept away by an underground river, devoured by a Green Slime. blasted by a fireball or the like); or would require a suicide mission to recover: or if the party simply lacks the funds to pay, the dead character’s spirit will be satisfied provided (a) some kind of funeral service is observed when time and safety permit and/or (b) an effort is made to pay some-if not all!—of the Widow’s Share or Weregeld. Stealing from a character’s “grave goods” or withholding items from a burial/cremation-even if done without the knowledge or consent of other players-will also bring back a dead character’s spirit as fierce and vengeful as ever! A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables. Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d10 to determine age. then percentile dice to see if the spirit responds. Not all such burials need be of human bodies! Under certain circumstances—as noted above—a dead character may return as a Restless Spirit. Exactly what form that spirit takes depends entirely on the dead character’s alignment in life. All Good types—Lawful. Neutral or Chaotic—will return from the dead as a Haunt. Those of Neutral alignments (again, Lawful, True or Chaotic) will come back as a Zombie/Skeleton, while those of Evil nature (L, N or C) will arise as a Vampire of the AD&D Monster Manual variety. If the body of a Restless Spirit animated Zombie or Skeleton is destroyed the spirit will return either as a Haunt or a Vampire, depending on the character’s overall actions while alive as determined by the DM.[/spoiler] Dragon 54[spoiler] [b]Lich:[/b] There is no “ultimate recipe” for becoming a lich, just as there is no universal way of making a chocolate cake. Only those things which are generally true are stated in the AD&D rules-a magic-user or cleric gains undead status through “force of will” (the desire to be a lich, coupled with magical assistance) and thereafter has to maintain that status by special effort, employing “conjurations, enchantments and a phylactery” (from the lich description in the Monster Manual). The essence of larvae, mentioned as one of the ingredients in the process (in the MM description of larvae) might be used as a spell component, or might be an integral part of the phylactery: Exactly what it is, and what it is used for, is left to be defined by characters and the DM, if it becomes necessary to have specific rules for making a lich. Several combinations of spells might trigger or release the energy needed to transform a magic-user or m-u/cleric into a lich; exactly which combination of magic is required or preferred in a certain campaign is entirely up to the participants. The subject has been addressed in an article in DRAGON magazine (“Blueprint for a Lich,” by Len Lakofka, in #26), but that “recipe” was offered only as a suggestion and not as a flat statement of the way it’s supposed to be done.[/spoiler] Dragon 58[spoiler] [b]Rapper:[/b] A rapper is the undead form of an evil dwarven thief or assassin who died in an attempt to steal something.[/spoiler] Dragon 63[spoiler] [b]Shoosuva:[/b] Yeenoghu long ago developed a specialized form of demonic undead for use as an intermediary between him and his shaman and witch doctors, and as a guardian for himself and those followers of exceptional merit. The creatures are called shoosuvas; their name means “returners” in the gnoll tongue, a reference to the belief that shoosuvas are the incarnations of the spirits of the greatest of Yeenoghu’s shamans.[/spoiler] Dragon 66[spoiler] [b]Animal Skeleton:[/b] Animal skeletons are created from small vertebrates via the spell animate dead, which produces 1 skeleton per level of the casting cleric or magic-user. Animals smaller than squirrels or larger than hyenas cannot become animated skeletons.[/spoiler] Dragon 76[spoiler] [b]Undead:[/b] A death master of 13th level who is killed on the feast day of Orcus (sometimes called Halloween) will become an undead under Orcus. direction. Some death masters will even commit suicide on that date when they are 13th level, so as to better serve the demon prince. Orcus is 45% likely to notice this action and to animate the death master with all of the character's powers intact. [i]Undead Production[/i] spell. [b]Ghast:[/b] [i]Ghast Production[/i] spell. [b]Ghost:[/b] [i]Ghost Production[/i] spell. [b]Lich:[/b] [i]Lichdom[/i] spell. [b]Mummy:[/b] [i]Mumy Production[/i] spell. [b]Skeleton:[/b] [i]Animate Skeletons[/i] spell. [b]Spectre:[/b] [i]Vampire Production[/i] spell. [b]Vampire:[/b] [i]Vampire Production[/i] spell. [b]Wight:[/b] [i]Wight Production[/i] spell. [b]Wraith:[/b] [i]Wraith Production[/i] spell. [b]Zombie:[/b] [i]Animate Zombies[/i] spell. Animate skeletons is simply an animate dead spell that produces one skeleton for every level of the death master. The death master must prepare a special salve to rub on the bones to make the skeleton receptive. This takes one round per skeleton. The magic to animate them then takes only a segment to cast. The rubbed skeletons can be so animated anytime within 24 hours after their rubdown. The salved costs 10 gp per skeleton. Spell range is 30 feet plus 10 feet per effective level of the death master. Animate zombies is simply an animate dead spell that produces one zombie for every effective level of the death master. The corpse must be immersed in a bath of special salts for 1 full turn prior to spell casting. Such a bath can soak ten corpses for a cost of 200 gp. The corpses then so soaked can be animated in two segments at a range of 50 feet plus 10 feet per effective level of the death master. Ghast production requires a ghoul to be at hand. The death master may animate only one ghast per spell. The body must be infused with a special liquid that costs 400 gp to produce. The process takes 1 hour to prepare the body and 1 turn to cast the spell. Such ghasts cannot procreate themselves but are like ghasts in every other way. Someone killed by one of these ghasts has a minus 1% to the chance to be raised from the dead for each hour the figure is dead. Thus, after 70 hours a victim with a constitution of 13 would have only a 20% chance to be successfully raised. If raised, however, subsequent raises would be allowed at the figures full constitution score. Note: Magics like remove curse, limited wish, etc. can remove the onus on such a corpse so that raising is normal. Mummy production requires an embalming fluid that costs 1,400 gp. The body must be wrapped and prepared, which will require six full hours. The spell then takes but 4 segments to complete by a simple command word issued within 24 hours of the embalming. One mummy is thus produced. It will obey the death master and do his bidding, but is allowed a saving throw of 17 (attempted daily) to become independent of the death master's control. Wight production requires a corpse and a bone from a wight. If a cubic gate or amulet of the planes (or a similar device) is available, the wight bone is not required, since the death master can then actually touch the Negative Material Plane to gain the necessary power. For every wight so produced, the death master will lose one hit point permanently unless he saves vs. death magic. The wight so produced will always have maximum hit points, and it can “procreate” itself and command those wights to its service. Note that only the common wight produced by the spell is “friendly” to the death master. Lesser wights will attack the death master if they fail the aforementioned saving throw (recall that an undead will not attack a death master unless it fails a saving throw of 8). One in five wights produced by this spell is atypical. It cannot drain energy levels. Instead, it drains hit points permanently with its touch. This type of wight will cause the living victim to fight at -1 per touch for 1 full hour after each touch. For example, consider a victim of 4th level with 30 hit points. On the first touch, the victim takes 5 points of damage. His new hit-point total is 25, and he will fight as 3rd level for 1 hour. If a second touch occurs (for, say, 2 points of damage), his permanent hit-point total will be 23 and he will fight as 2nd level for 1 hour, then 3rd level the next hour, and then is back to being 4th level. The lost hit points can be gained back by restoration at the rate of 3-12 points per application of the spell, but if the victim gains a level (or levels) of experience prior to such restoration, then the hit points are forever lost, even if the power of a wish is used. A limited wish will restore 2-12 hit points and a full wish 3-18 hit points if the casting is done before the victim gains a level. No other magic will restore lost hit points. This sort of atypical wight can “procreate” to produce lesser undead with the same power. Wraith production is identical to wight production in all respects. An atypical wraith is produced one time in seven as above. Ghost production is unlike other death master spells in that the death master will have no control over the ghost once it fully forms 48 hours after the spell is cast. The ghost so produced will not know how it was created and will be fully free-willed. It would attack the death master if it met him again (if it failed the saving throw of 8 allowed to the death master). The victim must have had an intelligence of 14 or more and have been at least 9th level (in any class) prior to death. Hit points for such a ghost are maximum. Lichdom can be cast on a willing high priest or magic-user of at least 18th level, or a death master of 13th level. The death master must make a potion for the spell caster to consume. Its cost will be 6,000 gp. The spell caster is allowed his normal unadjusted saving throw vs. death magic. If the victim makes the saving throw, he becomes a lich in 24 hours. If he fails the saving throw, then he is merely dead. The spell caster can be raised in the usual manner and the process tried again. However, the spell caster will have lost a level of experience and may have to requalify to become a lich. The death master can cast this spell on himself. Undead production is designed to produce the vast number of evil (but not neutral) undead listed in the FIEND FOLIO Tome. This spectrum is very diversified. Only one undead, regardless of hit dice, can be so manufactured. That undead cannot procreate itself but will conform to the statistics and abilities given in the FIEND FOLIO book in all other ways. Its hit points will always be maximum. The undead, to rise up from being a corpse, must make its “in-life” Saving throw vs. poison or the spell will fail. Vampire production will also produce a spectre if the death master so chooses. The corpse must have been killed by a vampire or spectre, but in a way that would not allow the corpse to rise as one of those undead (i.e., killed from damage, not from levels being drained). The corpse is allowed a saving throw vs. spell, and if it fails it becomes a vampire or spectre. The undead so produced is answerable to the death master for one year, but thereafter is free-willed, bearing no animosity toward the death master. The potions required cost 6,000 gp for a vampire and 4,500 gp for a spectre. This undead will have maximum hit points but cannot procreate until it is free-willed.[/spoiler] Dragon 79[spoiler] [b]St. Kargoth, King of the Death Knights:[/b] Kargoth was a great paladin, until he unleashed a demonic terror on the Prime Material Plane in a mad bargain for personal power. The grateful demon prince transformed Kargoth into the first and most powerful Death Knight.[/spoiler] Dragon 89[spoiler] [b]Undead:[/b] Though the undead do not reproduce in the normal way, some are able to propagate themselves by attacking living creatures.[/spoiler] Dragon 101[spoiler] [b]Gu'Armoru:[/b] Gu'armori (singular: gu'armoru) are animated suits of armor constructed through the combined efforts of a magic-user of at least 16th level and a cleric of at least 11th level. The creation of a single gu'armoru requires the fabrication of a suit of adamantite-alloyed armor, the life energy of a fallen fighter of at least 12th level, and the casting of the following spells: animate dead, animate object, enchant an item, geas, magic jar, and raise dead. The exact procedure is performed according to a jealously guarded arcane ritual. Only three written copies of the instructions are known to exist. The process takes at least four months to complete, at a cost of 35,000 gp for each gu'armoru. [b]Lhiannan Shee:[/b] A lhiannan shee is thought to be the undead spirit of a woman who killed herself for unrequited love (generally for some particular bard).[/spoiler] Dragon 102[spoiler] [b]Semi-Lich:[/b] This is all that remains of the high priest, who tried and failed to turn himself into a lich. He was a 12th-level cleric/11th-level magic-user. His soul has gone on to its punishment, but his undead body remains, possessing all the physical characteristics of a lich, but none of the mental ones. The high priest was not insane; he was a very calculating, determined man who made only one mistake. [b]Wight Unusually Powerful:[/b] It was once the huntsman warlord, who entered the barrows looking for the missing high priest and wound up as an undead; the wight that killed him was slain in the fight, so the warlord is now free-willed. [b]Undead:[/b] The corpse of a mortal creature placed in the cauldron will emerge as a random undead monster, under the control of the cauldron's current owner. The undead type will be one with a corporeal, physical form, and less than 7 HD. A living creature who enters the cauldron must save vs. death magic at -4, or its soul or life force will be devoured and forever gone. Those who make the save will take 2-8 points of damage and lose two life levels. The cauldron has a magical link with the Negative Material Plane. Those who try to possess it will quickly turn evil, if they were not already. Eventually, the possessor of it will, by a DM-arranged “accident” or his own cauldron-influenced desire, become undead himself. The cauldron can only be destroyed by washing it in the Waters of Life.[/spoiler] Dragon 110[spoiler] [b]Dracolich:[/b] The traditional initial step in preparation for lichdom is the imbibing of a potion. The potion for dragons differs from that used by humans in both ingredients and effects –but, as with the latter, it must all be imbibed in one dose for it to work at all, and it does not always cause the desired effect. The ingredients are as follows: Two pinches of pure arsenic One pinch of belladonna One measure of fresh (less than 30 nights old) phase-spider venom (at least one pint) The blood (at least one quart) of a virgin of a demi-human individual, of a long-lived race (or, alternatively, a gallon of treant sap; this ingredient must have been drawn seven or less nights previously) The blood (at least one quart) of a vampire or a person infected with vampirism (this ingredient must have been drawn seven or less nights previously) One complete potion of evil dragon One complete potion of invulnerability The seven ingredients must be mixed control together in an inert vessel (such as one of stone) by the light of a full moon, adding the ingredients to the vessel in the order listed, stirring all the while with the blade of an undamaged, magically whole sword +2, dragon slayer (which may be of any alignment, and strikes for triple damage against any sort of dragon). It may be imbibed at any time thereafter; the mixture will only lose its efficacy if it is touched by direct sunlight while uncovered, or if it is mixed with other liquids. When such a potion is drunk by any sort of true dragon, it will have the following effects: Dice Result 01-46 Potion does not work. The dragon suffers 2-24 hp damage, is helpless with convulsions for 1-2 rounds, and loses any spells memorized. 47-66 Potion works. The dragon lapses into a coma for 1-4 rounds, and when it rouses knows that the potion has worked. 67-96 Dragon slain instantly, but potion works. If the “host” has been prepared, the dragon's spirit will go there and continue the process of becoming a dracolich. 97-00 Dragon slain instantly; potion does not work. A full wish is needed to restore dragon to life. (A wish to transform it to undead, dracolich status will cause another roll on this table, instantly.) If any creature other than a true dragon imbibes any portion of a dracolich potion, use the following table to determine the potion's effects: Dice Result 01-44 Painful death in 1-2 rounds. The victim shrieks and has convulsions. 45-67 The imbiber is dealt 3-36 hp damage, as the potion corrodes his internal tissues. 68-72 The imbiber is feebleminded and affected by a withering disease (treat as the “rotting disease” inflicted by a mummy). 73-80 The imbiber goes into a coma for 1-6 turns, and is driven insane (as per the DMG). 81-84 The imbiber goes into a coma for 1-6 turns, and upon awakening can speak all evil dragon tongues. 85-90 The imbiber goes into a coma for 1-6 turns, and thereafter nothing appears to occur. (DM's note: The imbiber has been rendered forever immune to vampirism, the disease. but can still be life-drained and physically damaged by any vampire(s) encountered.) 91-00 The imbiber goes into a coma for 1-6 turns, and nothing more occurs. No charm, aura reading, or similar spell or mental test will reveal that a dragon has successfully drunk such a potion. The Cult of the Dragon always prepares the dragon's “spirit-host” before administering the potion, in case the potion slays the dragon instantly. This host must be a solid item of not less than 2000 gp value that will resist decay (wood, for instance, is unsuitable) and was magically prepared. Gems are commonly used, particularly specimens of carbuncle and jet – although peridot, sard, ruby, and sometimes even fragile black pearls or obsidian have been employed. It is desirous that the host item be often close to corpses (as explained below); for this reason, such a gem is often set in a sword-hilt. The host first has enchant an item cast upon it (and must save vs. spell as though of the caster's level for this to be successful). If desired, glassteel can then be cast upon it, to protect the host, and then trap the soul must be cast upon it. Upon the speaking of the dragon's truename during the casting, the dragon will instantly lose 1 hp per hit die it currently possesses; these pass forever into the host. (The host should not have a maze spell cast on it; it is not a “Soulprison”.) The dragon will fall instantly into a coma for 1-4 days, and during this time its mind cannot be contacted or attacked by magic or psionics. Its mind is unreachable, as it's spirit flits back and forth constantly between the host and its dragon body. (Any spells memorized by the dragon at the time trap the soul was cast are lost.) If the dragon dies or is slain at any time after this, and it has before death imbibed the aforementioned potion, its spirit will go into the host, regardless of the distance between dragon body and host (which can even be on different planes of existence) or the presence of prismatic spheres, lead boxes, cubes of force, or similar obstacles. At this time, the host will levitate for 1-6 rounds, rising two or three inches upward. Cult mages (or any other mage wishing to aid a dragon in attaining lichdom) must then provide a reptilian corpse, ideally that of a dragon or related creature. The body of an ice lizard, firedrake, wyvern, or fire lizard is ideal; that of a dragonne, dragon turtle, or dracolisk has only a small chance of successful use by the dragon's spirit. The corpse of a pseudo-dragon, pterandon, or other non-draconian creature is extremely unlikely to work. The body must be freshly killed (or, at least, dead within the period of the current moon, or 30 days), and within 90' of the host. The mage must then touch the host, cast a magic jar spell that includes the true name of the dragon, and then touch the corpse. In effect, the mage carries the dragon's spirit from host to corpse within his or her own body. The corpse must fail a save vs. spell for the dragon's spirit to successfully possess it; if it saves, it will never accept the spirit. For this saving throw, the corpse is treated as a fighter of the same level as the dragon had hit dice when alive, with the following modifiers (any that apply) to the roll: -4 if the corpse is of the same alignment as the dragon -4 if the corpse is that of a true dragon (any type) -3 if the corpse is that of a firedrake, ice lizard, wyvern, or fire lizard -1 if the corpse is that of a dracolisk, dragonne, pterandon, or dragon turtle +3 if the corpse is that of a nonreptile (i.e., not a lizard man, snake, ophidian, or the like) -10 if the corpse is the dragon's own former body (which can be dead any length of time) If the dragon's spirit cannot enter the body, it will take over the magic-user's own body, unless the magic-user returns it to the host by touching the host again within 2-12 rounds. It can remain in the host for any length of time without harm – unless the host is itself destroyed. If the corpse accepts the dragon's spirit, it becomes animated by the spirit, and has the dragon's own mind and its dracolich immunities (see below). It will be telepathic if the dragon could speak in life, but unless it is the dragon's own former body, cannot speak. and therefore cannot cast spells with verbal components. (If your campaign rules dictate that dragons must use their forepaws to manipulate material and somatic components, then the dracolich may meet further difficulties if the corpse has no usable forepaws.) It can learn spells if they are available to be memorized, until its roster is full, whereupon it can never learn spells again. If the Cult of the Dragon is involved, the Cult will see that powerful and useful magics are learned. The “proto-dracolich” has but one goal: If it is not itself the body of the dragon, it hungers for the original body, and will seek out and devour that corpse. (For this reason, Cult members favor using the dragon's own body – i.e., keeping the host near it – or else providing corpses with wings, to make any journey to the original body as rapid and easy as possible.) The dragon's spirit can sense the direction and distance of its own former body, regardless of distance (although it cannot pass without aid to another plane of existence to reach it), and will tirelessly seek it out, not needing other meals for sustenance, nor rest. If the dragon's own body has been burned or dismembered, the proto-dracolich need only devour the ashes or pieces. Total destruction of the dragon's body is possible only through use of a disintegrate spell (the body gets a normal save vs. the spell). If a Cult mage or other magic-user casts a limited (or full) wish, the body can be reincorporated if it was disintegrated on the Positive, Negative, or Prime Material Plane, as long as the wish is cast in the same plane as that disintegration occurred. Typically, various teeth and organs of a dragon are carried off by magic-users, alchemists, or adventurers wishing to sell such remains to mages or alchemists, and the proto-dracolich need only wait until such individuals are asleep or engaged in other activity (such as combat or spellcasting) to seize and devour the parts. Only 10% or so of the body must be so devoured for the proto-dracolich to achieve its aim (it will know when this has occurred). Thereafter, within seven days, the proto-dracolich will metamorphose into a body resembling the dragon's original body in life – able to speak, cast spells, and employ the breath weapon just as the dragon could when it was alive. (If the dracolich possesses its own former body, it regains speech and the use of its breath weapon within seven days of possession.) It is then a dracolich. A dracolich is an undead creature, an unnatural transformation of evil dragonkind by powerful magic known to be practiced only by the mysterious Cult of the Dragon.[/spoiler] Dragon 119[spoiler] [b]Musical Spirit:[/b] Musical spirits are believed to be the spirits of bards or druids sent to the Prime Material Plane or who have remained on the Prime Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life. Both male and female (human, elven, and half-elven) musical spirits have been encountered in sylvan settings.[/spoiler] Dragon 122[spoiler] [b]Tyerkow:[/b] ? [b]Undead:[/b] Creatures killed in the otherworld state from a druid's otherworld spell have a 75% chance of rising as undead of random sorts.[/spoiler] Dragon 126[spoiler] [b]Dracula (Vlad Tepes):[/b] Dracula is assumed to have been reborn as a true vampire after his death. [b]Vrykolakas:[/b] The vrykolakas is not self-animated. Instead, an evil spirit enters the body, causing it to move about. The vrykolakas would thus be the result of a bizarre kind of demonic possession, all the more terrible because the dead person has no mind to actively resist the takeover. One common practice of the vrykolakas is to seat itself upon a sleeping victim and, by its enormous weight and horrific presence, cause an agonizing sense of oppression. A victim who dies from this oppression will himself become a vrykolakas. [b]Great Vrykolakas:[/b] The vrykolakas monster after 80 days have passed since it came into existence. After 80 days, the vrykolakas gains enough power to become a great vrykolakas. [b]Ch'ing Shih:[/b] The ch'ing shih is a kind of Chinese vampire. Like the vrykolakas, the corpse is actually animated by a sort of demon who preserves the corpse from decay so that it can prey on the living. Unlike the vrykolakas, however, the demon animating the corpse is not entirely alien. The Chinese believed that a person has two souls: the Hun, or superior soul which is aligned with the spirits of goodness; and the P'o, or inferior soul, which is aligned with the spirits of evil. If a body is not given the proper funeral rites, the P'o can seize control and animate the corpse. A particularly evil person may become a ch'ing shih by purposely separating the two souls. The superior soul can be stored someplace outside the body (much like in the magic jar spell) while the inferior soul is given free reign. When the person dies, he will return from the grave to work evil. Evil P'o animating the corpse. [b]Vampire Greater:[/b] A variant form of vampire has been recorded which originates from the life-draining kiss of a succubus; high-level characters actually slain in this manner arise as vampires of exceptional strength and ability within a fortnight. [b]Undead:[/b] Areas in a fantasy universe in which huge numbers of people were slain or died all at once might also form breeding grounds for immense numbers of undead. [b]Vampire:[/b] If so desired, a vampire can transform its victims into vampires, thus spreading the curse of the undead. Only a select few of the victims become vampires; most victims merely die as a result of being drained by the bite of a vampire. In Slavic folklore, the vampire and the werewolf are closely related. In fact, the surest way to become a vampire after death is to have been a werewolf in life. Another way to become a vampire is to eat the flesh of an animal that has been killed by a wolf (especially a werewolf in wolf form). The idea is that the wolf's bite has spread the contagion. The actual origins of vampires are lost in time, though they are among the greatest and most evil servants of Orcus. [b]Apparition:[/b] An apparition is the insubstantial remains of a person of authority – sergeant, priest, etc. – charged with overseeing or guarding a specific area, whose death was the result of a shirking of duty. Confined to the area originally to be guarded, the apparition seeks both to protect its .lair. and to gather additional guardians to its service. Thus, a character slain by an apparition who later rises as such will return to the lair of the original creature to take up guardianship alongside it, taking the apparition .s place if that creature has been slain. [b]Coffer Corpse:[/b] Coffer corpses are the restless remains of those whose last interment wishes were not carried out. Usually, this occurs because expediency dictates the body be abandoned to avoid any unpleasant fate due to the burden (as might often happen during a plague). At other times, church elders may deny the corpse interment in sacred ground. In cases such as these, there is a 5% chance that the restless spirit of the dead person remains tied to the corpse, rising during the hours of darkness to wander the area of its abandonment in a hopeless search for rest, returning to its ”air” at dawn. [b]Crypt Thing:[/b] The crypt thing is a specially created guardian of tombs fashioned from a skeleton inhabited by a creature summoned from the Plane of Limbo by a high-level cleric. [b]Death Knight:[/b] Probably the rarest of undead, the death knight is the ultimate fate of a fallen human paladin or cavalier formerly, not less than 10th level. Bound to the demon prince Demogorgon. [b]Eye of Fear and Flame:[/b] This odd creature is the corrupt result of a lawful evil cleric who sought (and failed) to achieve immortality or lichdom. Seized by Orcus for its presumption, the accursed creature is bound to seek out lawful characters to corrupt through evil and chaotic deeds. [b]Ghast:[/b] A ghast is a ghoul which, through continued exposure to the magical forces of the Abyss, gains superior abilities and powers. A character slain by a ghast later arises as a ghast under the control of its slayer. Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. [b]Ghost:[/b] Ghosts are the spirits of humans whose passing from life was marked by great anger or hatred. Because of this, the spirit of the departed becomes tied to a certain area . usually the place at which it died . bemoaning the fact of its death or inability to seek revenge. The ghost is the sentient soul of a now-dead, evil creature. Eventually, the wraith manifestation of a disturbed demilich gives way to that of a ghost. [b]Ghoul:[/b] Ghouls are the cursed remains of overwhelmingly evil humans who took advantage of and fed off of mankind during life, and so are bound to feed off humanity (literally) after death. Upon the passing of such an evil person, if proper spells and precautions are not observed (i.e., burial and bless spells), there is a 5% chance such a person will later rise as a ghoul, placing the community at large at great risk. Those among the living who fall prey to ghouls become as these undead – despoilers of the dead. Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. [b]Ghoul Lacedon:[/b] The lacedon, or water ghoul, is the unhappy fate of certain pirates and corsairs. [b]Groaning Spirit:[/b] This creature is the troubled spirit of a female elf of evil disposition – perhaps a drow. [b]Haunt:[/b] The haunt is the restless spark of life of one who has died without completing a vital task. So great was the urgency to complete the deed that the vital life-force of the individual remains tied to the scene of death, there to remain until it can find a living shell to inhabit until the task is completed. The difference between this and its cousin, the ghost, is that the haunt is the mindless life-essence of the departed, while the ghost is the sentient soul of a now-dead, evil creature. [b]Huecuva:[/b] Some sages have postulated that huecuvas are in fact the remains of tomb robbers slain by mummies and cursed to act as guardians for them. Some claim that tomb robbers slain by mummies may later rise as huecuvas, joining their slayers as guardians. [b]Lich:[/b] Possibly the most powerful of the undead creatures, liches were formerly magic-users, clerics, or wizard/priests of high level. While the circumstances in which a lich arises are somewhat varied, a lich is most often the result of an evil archmage's or high priest's quest for immortality. The process involved in the creation of the lich remains a mystery to most, although some have suggested that through the assistance of a demon, the knowledge can be fully learned. In even rarer cases, it is rumored that a wizard of extremely high level in fanatical pursuit of the answer to some bit of research may continue his work even beyond the point of death. Perhaps due to the years of exposure to magical powers, some inexplicable force allows the soul to remain with its dead shell until the inhabitant discovers the answer to its research or until the body crumbles to dust. Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. [b]Demilich:[/b] With the former lich type that pursued immortality the bodily shell eventually becomes dust, leaving only the skull and a few bones intact while the soul wanders forth to other planes. Nevertheless, these remains apparently retain a form of sentience. The source of this sentience is debated. Some sages maintain that it originates with the lingering essences of larvae used to maintain the lich's existence, while others assert a psychic tie to the now-departed wizard or cleric. Whatever the case, the remaining form, referred to as a demilich, is perhaps even more dangerous than the original lich, possessing both energy- and soul-draining capacity along with a keening ability similar to that of a groaning spirit. The first manifestation of a disturbed demilich is that of an apparent wraith, which most often enjoys the energy-draining ability of that creature. A clue to the true nature of the monster can be gained by the fact that this wraith manifestation cannot be turned by a cleric otherwise able to overcome a traditional creature of that sort. This manifestation's sole purpose is to induce melee and spell attack, the latter of which has the effect of strengthening the creature (of course, a successful energy drain upon a character has the same effect). Eventually, the wraith manifestation gives way to that of a ghost – once again affording the same abilities of an actual creature of that sort. (It is said that the preferred mode of attack by this manifestation is to magic jar a group's magic-user, thereby utilizing the target's spells against his own party.) [b]Mummy:[/b] Contrary to popular belief, mummies are not usually the venerated dead found within Egyptian burial chambers. Instead, the mummy is typically some unfortunate warrior who, for some transgression, has been chosen to stand guard over the departed. The means of creating a mummy are said to include a special form of the animate dead spell, along with an elixir made from a rare herb growing only in the wildest parts of deserts. [b]Poltergeist:[/b] Merely a restless spirit. [b]Revenant:[/b] On rare occasions when a powerful human is slain, there is a slight chance (5%) that the slain person (through sheer willpower and anger) arises as a revenant to seek out and slay its killers. [b]Sheet Phantom:[/b] The sheet phantom is an odd form of undead thought by some to come about as a result of some particularly bizarre circumstance, the nature of which no two sages can agree upon. One popular theory is that it is the spirit of a magic-user who, while under a duo dimension spell, was slain by a ghoul. The idea of it being an undead form of a lurker above is not widely or seriously acknowledged. [b]Sheet Ghoul:[/b] The sheet phantom's purpose in hiding is to envelop and possess a living being (thereafter known as a sheet ghoul). [b]Skeleton Animal:[/b] These relatively weak skeletons of normal animals are said to be created mostly by neutral-aligned clerics hesitant to use the animate dead spell on humanoid remains. [b]Skeleton Warrior:[/b] In most cases, skeleton warriors were powerful fighters or cavaliers (possibly paladins) who were seduced to the path of evil. Some claim Orcus or Demogorgon originally bound these warriors to be servants to the 12 death knights. Others claim that even today, powerful wizard/priests may learn the sorcerous methods of creating such monsters. [b]Son of Kyuss:[/b] The origin of these horrid creatures dates back to an evil high priest named Kyuss. Originally meant as temple guardians, the “Sons” have, after the passing of Kyuss, continued to be fashioned by certain priests of the Egyptian deity Set, and may be found on many worlds where such worship exists. [b]Spectre:[/b] Spectres are the cursed souls of those who ruthlessly oppressed their fellow men during their lifetime (the character of Jacob Marly from A Christmas Carol provides a good example). Bound to wander the land they ruled, particularly its most desolate and isolated regions, spectres hate the living for the torment of unrest they endure. A fair number of spectres were very powerful and feared as political figures in life, particularly tyrants who were fighters, thieves, or assassins. [b]Wight:[/b] The true origin of wights remains a mystery. Some sages claim they are the fates of evil humans who, through illness or deliberate design, are buried alive, and through their anger and sheer willpower remain in a state of unlife to seek revenge. Others say wights are evil guardians, the spirits of loyal henchmen who were slain and buried with their lieges to protect their former masters from desecration. The noises are, of course, the mayor – now turned to a wight over the anger of having been buried alive. [b]Wraith:[/b] Wraiths are said to be the horrid spirits of dying men who vow to return and wreak havoc upon the living. In such cases where it would be impossible for an individual to become a revenant, there is a 5% chance that a person of great evil can fulfill his curse irrespective of whether or not precautions – including destroying the physical body – are taken. The first manifestation of a disturbed demilich is that of an apparent wraith. [b]Zombie Human:[/b] Zombies are the mindless, undead servitors of magic-users or clerics who cast an animate dead on corpses not fully stripped of flesh – a process usually requiring either time or a cash expenditure of one gp per corpse for acid (though certain insects also serve well in this regard). Perhaps certain unique individuals of this aquatic race (Ixitxachitl) are in fact undead equivalents of ghouls, ghasts, zombies, and liches as well, animated by their own powerful magical spells or their deity, Demogorgon. [b]Zombie Juju:[/b] This uncommon creature originates with a high-level magic-user's slaying of a creature by way of an energy drain spell. [b]Zombie Monster:[/b] Monster zombies are the result of casting animate dead spells upon the remains of bugbears, giants, etc.[/spoiler] Dragon 134[spoiler] [b]Dragotha:[/b] Dragotha had made plans before his death to insure that he lived forever. He had contacted an unknown deity of death who, for personal reasons, agreed to restore “life” to Dragotha.s body when Dragotha died. The deity restored Dragotha, but instead of renewed life, Dragotha was placed in an eternal cursed state resembling lichdom. [b]Drakanman:[/b] Sometimes Dragotha wishes to use his opponents to serve his needs. In this case, he uses his most powerful breath weapon: his dreaded death wind. This wind of negative energy causes all beings within range to save vs. breath weapon or die; slain humans, demihumans, humanoids, and giantkind are then transformed into undead warriors who serve their slayer. A person changed by Dragotha into an undead warrior is known in legend as a drakanman.[/spoiler] Dragon 138[spoiler] [b]Bloody Bones, Rawhead-and-Bloody-Bones, Old Bloody Bones, Tommy Rawhead:[/b] Bloody bones are the undead, animated corpses of evil criminals cursed to continue their horrid trade long after they should have died. [b]Skleros:[/b] Skleros are skeletons made from the corpses of highly trained warriors (fighters of 4th level or better) that still magically retain some of their past fighting skills. [b]Dry Bones:[/b] ? [b]Gem Eyes:[/b] Gem eyes are special undead creatures created by powerful magic-users. Each skeleton has a pair of glowing gems for eyes, and each pair of gems holds one magical spell. The power of the eyes is linked to the “unlife” of the creature. Hence, the magical power leaves the gems when the skeleton is reduced to zero or less hit points. The magic-users who create gem eyes take special care to make the skeletal life force stronger than normal (hence the 4 + 2 hit dice). The magic-user must be at least 11th level. Instead of animating 11 skeletons with an animate dead spell, the magic-user animates one gem-eyes skeleton with more hit dice. Theoretically, any magical spell could be put into the eyes (using enchant an item or permanency), but two factors limit the gems. Magical power. The spells used in the gems are normally fourth level or lower; and spells tied to the “natural” power of the gem types are easier to make permanent. [b]Shock Bones:[/b] Shock bones are skeletons animated by both magic and electricity. [b]Galley Beggar:[/b] ? [b]Walking Dead:[/b] Walking dead are undead animated corpses that keep attacking until completely destroyed. [b]Hungry Dead:[/b] The hungry dead are undead corpses that return from the grave to feed off the living. The return of the hungry dead is usually triggered by an evil magic-user or cleric. The animating force is always concentrated in one single area of the body. [b]Colossus:[/b] The evil Nathaire created a terrifying giant undead creature. Nathaire was a powerful alchemist, astrologer, and necromancer. Working with his 10 students, he robbed a graveyard of all its corpses. In a kind of magical assembly-line, the corpses were stripped of all clothing, then the flesh and bones were separated into separate vats and rendered down to a pliable mass. All the bones were then reshaped and rehardened to form a huge skeleton. Finally, the skeleton was once again fleshed out. The separate ingredients were thus used to create a giant zombie. A colossus is essentially a giant zombie magically made from many corpses. [b]Colossus Lesser:[/b] A colossus is essentially a giant zombie magically made from many corpses. A lesser colossus is about 11' tall (between the size of a hill giant and a stone giant). [b]Colossus Greater:[/b] A colossus is essentially a giant zombie magically made from many corpses. A greater colossus is an amazing 33' tall (larger than the largest titan). [b]Le Grande Zombi:[/b] It has been speculated that Le Grand Zombi is actually a kind of lich, the spirit of an extremely powerful magic-user/cleric who specialized in necromancy (magic dealing with the dead). [b]Ghula:[/b] ? [b]Baka:[/b] The corpse which forms a baka belonged to a member of a secret magical society that practices ritual cannibalism. The cannibalism is believed to give the eaters magical powers and is a form of necromancy. While a baka has to be animated like a zombie, the baka is no mindless slave. In the realms of death, the dead person has merged with certain evil spirits and now has their powers. Baka are the animated undead corpses of members of a secret cannibalistic society. [b]Spirit Ghoul:[/b] A spirit-ghoul is a type of ghoul which is actually some poor unfortunate victim possessed by an evil entity. The entity warps the physical appearance of the person so that the individual looks like a ghoul. [b]Black Annis:[/b] ? [b]Wendigo:[/b] These wendigos might be people who entered into a pact with certain evil spirits that lurk in the forest and help these people kill their victims. Perhaps these wendigos were humans gazed upon the mythical being Wendigo, as in the Indian myths. [b]Callicantzari:[/b] ? [b]Great Callicantzaros:[/b] ? [b]Undead:[/b] Some DMs rule that only humans become undead, but it is more common to include all the PC races and their NPC subraces. Animals and monsters never become undead unless their remains are magically animated as skeletons or zombies. Such creatures simply die when slain by undead. [b]Skeleton:[/b] In the AD&D game, skeletons are magically animated by clerics or magic-users. The corpse used for the animate dead spell has been buried for so long that only bones remain (or perhaps all flesh is destroyed in the process of animation, leaving only bones). [b]Zombie:[/b] Zombies are dead bodies brought back to a semblance of life by magic. Zombies are created by bokors, evil voodoo sorcerers. A bokor gains control of the gros-bon-ange of a dying person by sucking out the soul magically, trapping it in a magic vessel, or substituting the soul of an insect or small animal for the human soul. At midnight on the day of burial, the bokor goes with his assistants to the grave, opens it, and calls the victim's name. Because the bokor holds his soul, the dead person must lift his head and answer. As he does so, the bokor passes the bottle containing the gros-bon-ange under the victim's nose for a single brief instant. The dead person is then reanimated. [b]Ghoul:[/b] In some myths, ghouls return from the dead and drink blood besides eating flesh.[/spoiler] Dragon 140[spoiler] [b]Blood Warriors:[/b] Kazgoroth is aided by its magically created Blood Warriors.[/spoiler] Dragon 215[spoiler] [b]Ghost:[/b] The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront. [b]Ghoul:[/b] The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls. [b]Shadow:[/b] Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on. [b]Son of Kyuss:[/b] ? [b]Coffer Corpse:[/b] The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. [b]Spectre:[/b] When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres. [/spoiler] [/spoiler] 1e Dungeon Magazine[spoiler] Dungeon 1[spoiler] [b]Yattele-Ettes, Vampire:[/b] ? [b]Wraith:[/b] ? [b]Shadow:[/b] These shadows were originally followers of Kholum who were slain as thieves and reincarnated by their deity as shadows to guard their former guildmaster's tomb. Over the centuries, these shadows have been joined by the spirits of graverobbers, wanderers, and others who were trapped in the tomb, until a small army of these creatures lurks in the area. [b]Skeleton:[/b] ? [b]Ghoul:[/b] In this sarcophagus is a witch doctor who was less than entirely devout in his service of Maglubiyet; his transgressions were not too serious, so he was only cursed to be a ghoul rather than be sentenced to eternal torture. [b]Haunt:[/b] This spirit is that of a woman looking for her missing husband-who was slain by Flame sixty years ago. [b]Ghoul:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/149856/Dungeon-191-4e?affiliate_id=17596]Dungeon 191[/URL][spoiler] [b]Vlaakith:[/b] ? [b]Tl'a'ikith:[/b] ? [b]Kr'y'izoth:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/166073/Dungeon-215-4e?affiliate_id=17596]Dungeon 215[/URL][spoiler] [b]Ghost:[/b] The monk who lived here was a cruel murderer of slaves. Characters who search this cell find a loose board under the bed. Pulling it up reveals two small vials (each has one dose of potion of human control) and a small, worm-eaten journal. Much of it is unreadable, though a careful study reveals a depraved and diseased mind that took pleasure in making other people suffer. Page after page catalogues real or imagined slights and how the monk took his revenge for each affront. [b]Ghoul:[/b] The well is dangerous. When the monastery was still active, one of the monks had an eye for the young slaves. If they resisted his advances, he would strangle them and toss their bodies down the well. Not all of his victims were dead when he dropped them in, and the few who lived survived by eating the corpses. These unfortunates became ghouls. [b]Shadow:[/b] Anyone who broke the rules or stood up to the overseers faced unspeakable torture in this room. The death toll was high, and not all the spirits of those killed here have moved on. [b]Son of Kyuss:[/b] ? [b]Coffer Corpse:[/b] The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. [b]Spectre:[/b] When the mines were played out and the priests prepared to abandon the site for more profitable ventures, some of the slaves organized and forced their way into the monastery. They took down the high priest and the high templar before they were all killed. The spirits of these murdered villains linger here as spectres.[/spoiler] [URL=http://www.drivethrurpg.com/product/169620/Dungeon-221-4e-Next?affiliate_id=17596]Dungeon 221[/URL][spoiler] [b]Skeleton:[/b] The family buried here suffered a curse, and so undead linger in the vault. [b]Wraith:[/b] The family buried here suffered a curse, and so undead linger in the vault. [/spoiler] [/spoiler] 3rd Party[spoiler] [URL=https://www.drivethrurpg.com/product/147588/CC1-Creature-Compendium?affiliate_id=17596]CC1 Creature Compendium[/URL][spoiler] [b]Bestial Beast:[/b] Bestial beasts are the spectral presences of centaurs who were particularly evil during their life. [b]Chotogor:[/b] At death, the deceased’s spirit either could not find its way to the afterworld, or refused reincarnation, preferring instead to haunt the world of the living. This spirit returns to re-inhabit its former body and rise as a chötgör, The soul of any victim [of a chotogor] left unburied will rise as a chötgör after a number of days equal to its hit dice (provided the corpse remains uneaten). Even a body given a proper burial has a 1-in-3 chance of rising as a chötgör unless dispel evil is cast upon it before it rises. [b]Draugr:[/b] Draugen (sing.=“draugr”) are the animated corpses of once great warriors driven in their afterlife by jealousy and contempt for the living, as well as a burning greed that never lets them rest. [b]Fetch:[/b] ? [b]Jenglot:[/b] It is believed that jenglots become undead through a process similar to that of liches, enacted by the grant of an evil deity to whom the jenglot (in his previous demihuman form) petitioned for immortality. [b]Lich Nephil:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. [b]Mummy Animal:[/b] Some animal mummies are created to provide companionship to the deceased in the afterlife, while others are mummified in honor of deities or notable figures. [b]Mummy Animal Baboon:[/b] ? [b]Mummy Animal Beetle:[/b] ? [b]Mummy Animal Cat:[/b] ? [b]Mummy Animal Crocodile:[/b] ? [b]Mummy Animal Jackal:[/b] ? [b]Mummy Animal Mongoose:[/b] ? [b]Mummy Animal Serpent:[/b] ? [b]Skeleton Ruby:[/b] Ruby skeletons are specially enchanted skeletons. [b]Skeleton Rupture:[/b] Rupture skeletons appear as standard skeletons, and are animated in the standard fashion, but the skeletons have been “armed” with a magical trap by the magic-user that animated them. [b]Skeleton Stone:[/b] Stone skeletons appear as standard skeletons and are animated in the standard fashion, but the bones of the corpse have fossilized. [b]Spirit Flailing:[/b] A flailing spirit is the spirit of a person who was so evil during their life that, upon their death, their spirit was literally ripped to shreds. [b]Striga:[/b] A striga appears with owl-like body and a woman’s head, but began life as a human female. A female corpse no more than 1 day dead may be transformed into a striga via the 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse). [i]Create Striga[/i] spell. [b]Worm Sarcophogal:[/b] Sarcophagal worms are undead, worm-like creatures created by evil clerics from the intestinal remains of someone who has been mummified, and are intended to bring that person eternal torment in the afterlife. Two conditions must be met to create sarcophagal worms—first, the intestines must not have been removed during the mummification process, and second, the cleric must be of sufficient level (10th or above) and read the required spell from the proper spell book. Once the mummified corpse’s sarcophagus has been closed, the worms will grow from the intestinal remains of the deceased, writhing inside the body. Any mummy cursed with sarcophagal worms is immune to the spell raise dead and, therefore, may never again become human. Because sarcophagal worms are created from the remains of the mummified corpse, like the mummy they are undead and exist in both the normal and the positive material plane. [b]Lich:[/b] Instead of beginning life as normal humans, nephil liches began life as nephilim (the giant offspring of fallen angels and humans), then became liches through the same combination of desire and arcane magic by which normal humans are transformed. [b]Mummy:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? 5th level clerical spell create striga (range: touch; duration: immediate, area of effect: 1 female corpse).[/spoiler] [URL=https://www.dragonsfoot.org/files/pdf/df12.pdf]DF12: High Atop Dragonmount[/URL][spoiler] [b]Skeleton:[/b] ? [b]Melgaster, Ghoul:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/216406/The-Complete-Cities-of-Sorcery-Campaigns?affiliate_id=17596]The Complete Cities of Sorcery Campaigns[/URL][spoiler] [b]Son of Valus:[/b] It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic. [b]Son of Valus, Warrior, Martial Undead:[/b] ? [b]Undead:[/b] Very recently a crypt thing has come into possession of Crypt 48 and is utilizing it to create undead for some unforeseen reason. [b]Eperius Regault, Greater Undead, Revenant Body:[/b] ? [b]Undead Trio, Figure Large, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. [b]Undead Trio, Figure Robed in Black, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. [b]Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. [b]Taux:[/b] Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb. [b]Crypt Thing:[/b] ? [b]Crypt Thing, Seated Figure in Heavy Robes and a Skull Face:[/b] ? [b]Ghast:[/b] ? [b]Ghast, Figure:[/b] ? [b]Ghost:[/b] ? [b]Ghost of a Former High Priest:[/b] ? [b]Tortured Virgin Ghost:[/b] The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females. [b]Aman-Utep, Mummy Lord, Mummy, Insane Mummy, Tall Lean Man:[/b] It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body. Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken. [b]Mummy Priestess:[/b] ? [b]Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy:[/b] ? [b]Shadow:[/b] ? [b]Enhanced Skeleton:[/b] ? [b]Enhanced Skeleton, Animated Skeleton, Guard, Humanoid Figure:[/b] ? [b]Skeleton:[/b] Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter. [b]Skeleton, Fully Animated Skeleton:[/b] ? [b]Greater Skeleton:[/b] ? [b]Greater Skeleton, Greater Undead:[/b] ? [b]Fresh Zombie:[/b] ? [b]Fresh Zombie, Freshly Animated Zombie:[/b] ? [b]Walking Corpse, Standard Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/265595/The-Complete-White-Ship-Campaign?affiliate_id=17596]The Complete White Ship Campaign[/URL][spoiler] [b]Undead, The Dead:[/b] ? [b]Captain Fu, Undead Dwarven Samurai:[/b] ? [b]Lord Drago Shenza, Undead Dwarven Samurai, Fallen Patron:[/b] He has been turned into an undead by Molo, his soul malformed and corrupted. (The Complete White Ship Campaign) [b]Lord Karata Shenza, Undead Dwarven Samurai, Horrific Undead:[/b] Like his father before him, Karata Shenza died at the hands of Molo, and the necromancer turned his flesh into a horrific undead. [b]Undead Jack Guard:[/b] ? [b]Undead Jack Guard, Glassy Eyed Jack Guard, Formidable Fighter:[/b] ? [b]Undead Jack Guard, Large Undead Guard, Elite Jack Guard:[/b] ? [b]Undead Monstrosity:[/b] ? [b]Undead Monstrosity, Pile of Refuse, Great Undead Monstrosity, Conflagration of Collected Undead Matter:[/b] ? [b]Undead Sailor:[/b] ? [b]Undead Greater Cyclops:[/b] ? [b]Undead Greater Cyclops, Giant Undead Cyclops, Great Cyclops:[/b] ? [b]Groaning Spirit, Banshee:[/b] ? [b]Groaning Spirit, Banshee, Ghost of the Tower Botanist:[/b] ? [b]Greater Poltergeist:[/b] ? [b]Lady Sinoah, Ghost Daughter:[/b] Within this chamber, Molo killed Lady Sinoah, and her tortured soul now exists only as a ghost. [b]Lady Reumyo, Ghost Daughter, Tortured Ghost:[/b] Lady Reumyo was also victim to Molo’s mad destruction and has become a tortured ghost who will fly through the mirror on the southern wall and attack anyone entering her chamber. [b]Ghoul:[/b] The smell is from an Amazonian ghoul, one of the warrior women who chose to prove herself many centuries ago only to end up being turned by the inhabitants of the tomb. [b]Ghoul, Amazonian Ghoul:[/b] ? [b]Minor Lich:[/b] ? [b]Minor Lich, Corpse of an Ancient Dwarven High Priest:[/b] ? [b]Death Keeper:[/b] This mysterious and deadly creature is a kind of ‘Mummy of the Sea’, an ancient Corsair lord that has been awoken from his tomb in the depths by the corruption of the sea to walk the waves seeking the blood of the living. [b]Death Keeper, Mysterious Deadly Creature, Mummy of the Sea, Ancient Corsair Lord:[/b] ? [b]Mummy Lord:[/b] ? [b]Shadow:[/b] A shadow lurks in the room, a product of the Necrotic Pearl. A shadow lurks here, one of the victims of the necrotic cloud. Shadow Strength Drain. [b]Skeleton:[/b] ? [b]Greater Skeleton:[/b] ? [b]Olrik, Greater Skeleton, Corpse of a Mighty Dwarf:[/b] On the northern wall a great throne has been recessed into the wall, and upon it, surrounded by skulls and weapons, is the corpse of a mighty dwarf, still in his armor. This is, of course, the skeleton of the old sea dwarf Olrik, who helped build the structure of the Corsair society below. If he brought the curse of undeath upon himself or if it was laid here by some other dark force is unknown, but it enchants him still with undead power. [b]Ankylosaurus Skeleton:[/b] One of the great tame beasts of the Corsairs, a huge and tank-like Ankylosaurus, was killed in the infighting, its skeletal remains now animated by the Necrotic Pearl. [b]Ankylosaurus Skeleton, Greater Dinosaur Skeleton:[/b] ? [b]Giant Zombie:[/b] One of the Corsairs used an enlarge spell on herself to create a fighting juggernaut, only to fall to a powerful fire spell and then be raised by the Necrotic Pearl as a giant zombie. [b]Giant Zombie, Greater Zombie:[/b] ? [b]Shadow Stuff Zombie:[/b] ? [b]Shadow Stuff Zombie, Wandering Dead, Quick Zombie:[/b] ? [b]Ghost Eye Zombie:[/b] Another of the dangers whispered over the waves by sailors the world over is the ghost eye contagion, a sickness that sets in within the Corsair Mists that will consume an entire crew within days of entering the cursed seas. This sickness basically turns sailors into blurry-eyed zombies that attack their own shipmates, hoping to subdue them and then sail deeper into the mists so that all are eventually consumed by the illness. The first symptoms of the ghost eye contagion is a dullness to the iris of the victim’s eye, eventually turning grey and dead-looking. This process takes place over several hours (1d4), and once complete, the victim becomes a ghost eye zombie. [b]Ghost Eye Zombie, Blurry-Eyed Zombie:[/b] ? [b]Greater Zombie:[/b] ? [b]Dwarven Zombie Priest:[/b] Ten dwarven zombie priests, their bodies preserved by their god before the corruption, now dwell at the entry. [b]Undead Pirate Zombie:[/b] ? [b]Greater Zombie Crewman:[/b] ? [b]Greater Zombie Crewman, Undead Crewman:[/b] ? [b]Biting Skull:[/b] ? Strength Drain (drains 1 point of Strength per successful hit until turning victim into a shadow as well).[/spoiler] [URL=https://www.drivethrurpg.com/product/166313/The-Folio-1-5E-Version--ROS1?affiliate_id=17596]The Folio #1 [5E Version] - ROS1[/URL][spoiler] [b]Lady Astrid Aldenmier, Ghostly Apparition:[/b] ? [b]Animated Skeleton, 'Enhanced' Skeleton:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [b]Zombie, The Dead:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/150238/The-Folio-2-1E--5E-Format-ROS2?affiliate_id=17596]The Folio #2 [1E & 5E Format] ROS2[/URL][spoiler] [b]Undead:[/b] ? [b]Astrid Aldenmier, Ghost, Wife, Murder Victim, Apparition:[/b] ? [b]Korean Water Ghost:[/b] ? [b]Ghost:[/b] ? [b]Shadow Haunt:[/b] ? [b]Increased HD Shadow:[/b] ? [b]Nuban Vampire, Man With Chocolate-Colored Skin:[/b] ? [b]Quick Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/155555/The-Folio-3-1E--5E-Format-ROS3?affiliate_id=17596]The Folio #3 [1E & 5E Format] ROS3[/URL][spoiler] [b]Undead Ettin, Two-Headed Giant With Rotting Flesh:[/b] ? [b]Vampire:[/b] ? [b]Crawling Claw, Insidious Human Appendage:[/b] ? [b]Death Knight, Armored Man:[/b] ? [b]Ghost:[/b] ? [b]Astrid, Ghostly Wife:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/166314/The-Folio-4-1E--5E-Format-ROS4?affiliate_id=17596]The Folio #4 [1E & 5E Format] ROS4[/URL][spoiler] [b]Burning Dead, Burning Dead Corpse:[/b] This is the ‘The Glade of the Burning Dead’, a place where the Infernal Machine manifests 2-8 Burning Dead corpses every 1-4 rounds as long as characters are within 100 foot diameter from the stairs. [b]Ghostly Wife:[/b] ? [b]Ghost:[/b] ? [b]Skeleton:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Spectre:[/b] ? [b]Zombie:[/b] ? [b]Nasty Pissed Off Spirit, Very Angry Spirit, The Dead:[/b] Unbeknownst to everyone on the surface world, the Infernal Machine has been storing the souls of the dead Mithel Company adventurers since its inception. [b]Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Fighter 8:[/b] ? [b]Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Magic-User 8:[/b] ? [b]Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Cleric 8:[/b] ? [b]Nasty Pissed Off Spirit, Very Angry Spirit, The Dead, Thief 8:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/170308/The-Folio-5-1E--5E-Format-ROS5?affiliate_id=17596]The Folio #5 [1E & 5E Format] ROS5[/URL][spoiler] [b]Ghost:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/170309/The-Folio-6-1E--5E-Format-ROS6?affiliate_id=17596]The Folio #6 [1E & 5E Format] ROS6[/URL][spoiler] [b]Lich:[/b] ? [b]Skeletal Warrior:[/b] ? [b]Zombie, Standard Zombie:[/b] ? [b]Brainless Enhanced Zombie, Shadowy Figure:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/216224/The-Folio-Digital-Quarterly-2-1E--5E-Format?affiliate_id=17596]The Folio Digital Quarterly #2 [1E & 5E Format][/URL][spoiler] [b]White Ship Zombie, Figure:[/b] ?[/spoiler] [/spoiler] 1e 3rd Party Magazines[spoiler] [URL=https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596]Knockspell #3[/URL][spoiler] [b]Death Knight:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ?[/spoiler] [/spoiler] 1e OSR Variants[spoiler] Astonishing Swordsmen & Sorcerers of Hyperborea[spoiler] ACKS Cumulative[spoiler] [b]Undead:[/b] ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP). When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ). (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Allosaurus Small:[/b] See Small Allosaurus. [b]Animal Undead:[/b] See Undead Animal. [b]Aquatic Ghoul:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Banshee:[/b] See Ghost Banshee, Baobhan Sith. [b]Baobhan Sith:[/b] See Ghost Banshee, Baobhan Sith. [b]Bog Mummy:[/b] See Mummy Bog. [b]Centurian:[/b] See Skeleton, Centurian. [b]Child Ghost:[/b] See Ghost Child. [b]Cobra Giant Skeletal:[/b] See Undead Animal Large Giant Skeletal Cobra. [b]Dead Walking:[/b] See Zombie, Walking Dead. [b]Ghast:[/b] See Ghoul Ghast. [b]Ghost:[/b] Cursed with undeath. (Astonishing Swordsmen & Sorcerers of Hyperborea) Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Ghost, Ta-Nee:[/b] I am Ta-Nee, who in life was queen of Hyperborea. But my king would not accept death and trapped my soul, along with so many others, in his sorcerous tomb. (Beneath the Comet) [b]Ghost Banshee, Baobhan Sith:[/b] Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Ghost Banshee Benevolent:[/b] ? [b]Ghost Banshee Malevolent:[/b] ? [b]Ghost Child:[/b] ? [b]Ghost Ship:[/b] ? [b]Ghoul Aquatic:[/b] See Ghoul Lacedon, Aquatic Ghoul. [b]Ghoul:[/b] Slain victims of ghouls later become ghouls. (Astonishing Swordsmen & Sorcerers of Hyperborea) Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. Hyperborea (Compleat Second Edition)) A ghoul's slain victims later become ghouls. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Dead II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) This is a repugnant humanoid, once a man, now cursed with undeath. (Astonishing Swordsmen & Sorcerers of [i]Animate Dead II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) Mask of the Plague Doctor magic item. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Ghoul Ghast:[/b] Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea) A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Dead II[/i] spell, 12th caster level. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Animate Dead II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Ghoul Lacedon, Aquatic Ghoul:[/b] A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon). (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Giant Ground Sloth Animal Skeleton:[/b] See Undead Animal Large Giant Ground Sloth Animal Skeleton. [b]Giant Skeletal Cobra:[/b] See Undead Animal Large Giant Skeletal Cobra. [b]Giant Skeleton:[/b] See Skeleton Giant. [b]Gloom-Eater Zombie:[/b] See Zombie Gloom-Eater. [b]Ground Sloth Giant:[/b] Giant Ground Sloth. [b]Hand Skeletal:[/b] See Skeletal Hand. [b]Ice Mummy:[/b] See Mummy Ice. [b]Intestine Zombie:[/b] See Zombie Intestine. [b]Ka-Ven:[/b] See Lich, Ka-Ven. [b]King Yleil:[/b] See Lich, King Yleil. [b]Large Skeleton:[/b] See Skeleton Large. [b]Large Undead Animal:[/b] See Undead Animal Large. [b]Lich:[/b] A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. (Astonishing Swordsmen & Sorcerers of Hyperborea) A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Lich:[/b] Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service. (Knockspell Magazine #1) [b]Lich, Ka-Ven:[/b] ? [b]Lich, King Yleil:[/b] ? [b]Medium Undead Animal:[/b] See Undead Animal Medium. [b]Mummy:[/b] [b]Mummy:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent. (Astonishing Swordsmen & Sorcerers of Hyperborea) A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Mummy Bog:[/b] Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) Foul corpse that has been preserved by the foetid, acidic water of a peat bog. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Mummy Ice:[/b] Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Mummy Ice Noble:[/b] ? [b]Mummy Ice Thrall:[/b] An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Noble Mummy Ice:[/b] ? [b]Pirate Skeletal:[/b] See Skeletal Pirate. [b]Servant Skeletal:[/b] See Skeletal Servant. [b]Servant Skeleton:[/b] See Skeleton Servant. [b]Shade Swinish:[/b] See Swinish Shade. [b]Shadow:[/b] Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures. (Astonishing Swordsmen & Sorcerers of Hyperborea) Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) Shadow Rattle magic weapon. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) Any creature drained to 0 ST by a shadow becomes a shadow. (The Anthropophagi of Xambaala) [b]Skeletal Cobra Giant:[/b] See Undead Animal Large Giant Skeletal Cobra. [b]Skeletal Hand:[/b] [i]Skeletal Hands[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Skeletal Pirate:[/b] ? [b]Skeletal Servant:[/b] [i]Skeletal Servant[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Skeletal Warhorse:[/b] See Undead Animal Large Skeletal Warhorse. [b]Skeleton:[/b] Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids. (Astonishing Swordsmen & Sorcerers of Hyperborea) Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales. The bones of a man or other humanoid risen to undeath through foul necromancy. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes. (Knockspell Magazine #1) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Dance Macabre[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Danse Macabre[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Skeleton, Centurian:[/b] ? [b]Skeleton Animal:[/b] These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. (Astonishing Swordsmen & Sorcerers of Hyperborea) [b]Skeleton Animal Large:[/b] [i]Animate Carrion III[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [b]Skeleton Animal Medium:[/b] [i]Animate Carrion II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [b]Skeleton Animal Small:[/b] [i]Animate Carrion[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [b]Skeleton Giant:[/b] [b]Skeleton Giant:[/b] Giant skeletons are the animated forms of fomorians and other giant species. (Astonishing Swordsmen & Sorcerers of Hyperborea) Giant skeletons are the animate forms of fire giants, frost giants, or hill giants. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Skeleton Large:[/b] Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. (Astonishing Swordsmen & Sorcerers of Hyperborea) Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Skeleton Servant:[/b] [i]Skeleton Servant[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [b]Small Allosaurus Animal Skeleton:[/b] See Undead Animal Large Small Allosaurus Animal Skeleton. [b]Small Undead Animal:[/b] See Undead Animal Small. [b]Son of Nyarlathotep:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Spectre:[/b] If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him. (Astonishing Swordsmen & Sorcerers of Hyperborea) These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf. If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) The spectre's touch drains 1d2 levels unless death save made; if drained to 0th level, one day later become spectre. (Beneath the Comet) [b]Swinish Shade:[/b] It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Ta-Nee:[/b] See Ghost, Ta-Nee. [b]Thrall Mummy Ice:[/b] See Mummy Ice Thrall. [b]Undead Animal:[/b] These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Undead Animal Large:[/b] [i]Animate Carrion III[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Undead Animal Large Giant Ground Sloth Animal Skeleton:[/b] ? [b]Undead Animal Large Giant Skeletal Cobra:[/b] ? [b]Undead Animal Large Skeletal Warhorse:[/b] ? [b]Undead Animal Large Small Allosaurus Animal Skeleton:[/b] ? [b]Undead Animal Medium:[/b] [i]Animate Carrion[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Undead Animal Small:[/b] [i]Animate Carrion[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Carrion II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Carrion III[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Carrion II[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Vampire:[/b] Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest. (Astonishing Swordsmen & Sorcerers of Hyperborea) This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Walking Dead:[/b] See Zombie, Walking Dead. [b]Warhorse Skeletal:[/b] See Undead Animal Large Skeletal Warhorse. [b]Wight:[/b] This dreadful creature is formed when a negative energy spirit inhabits a cadaver. (Astonishing Swordsmen & Sorcerers of Hyperborea) This dreadful creature is formed when a negative-energy spirit inhabits a cadaver. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Wraith:[/b] A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. (Astonishing Swordsmen & Sorcerers of Hyperborea) Wraiths are composed of negative energy of sepulchral stench. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Yleil:[/b] See Lich, King Yleil. [b]Zombie, Walking Dead:[/b] These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. (Astonishing Swordsmen & Sorcerers of Hyperborea) A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. (Astonishing Swordsmen & Sorcerers of Hyperborea) These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Animate Dead[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [i]Dance Macabre[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea) [i]Danse Macabre[/i] spell. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) Death Soldier's Muster magic weapon. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) White-Speckled Blue Lotus lotus. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Zombie Gloom-Eater:[/b] These undead humanoids, oft referred to as “gloom-eaters”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse. (The Anthropophagi of Xambaala) A gloom-eater zombie's bite drains victim’s strength by 1d4 points (no saving throw allowed). A victim reduced to 0 ST has been tainted by the gloom and will become a gloom-eater zombie in 1d4 turns unless cure disease is cast. (The Anthropophagi of Xambaala) A gloom-eater zombie's bite drains victim’s ST by 1d4 points; a victim reduced to 0 ST will become a gloom-eater zombie in 1d4 turns, unless cure disease is cast. (The Anthropophagi of Xambaala) [b]Zombie Intestine:[/b] Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [b]Zuvembie:[/b] The zuvembie is the result of a woman imbibing a black brew. (Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)) [/spoiler] Northwind Adventures ACKS Books[spoiler] [URL=http://www.drivethrurpg.com/product/104296/Astonishing-Swordsmen--Sorcerers-of-Hyperborea?affiliate_id=17596]Astonishing Swordsmen & Sorcerers of Hyperborea[/URL][spoiler] [b]Ghast:[/b] Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. [i]Animate Dead II[/i] spell, 12th caster level. [b]Ghost:[/b] Cursed with undeath. [b]Banshee Benevolent:[/b] ? [b]Banshee Malevolent:[/b] ? [b]Ghoul:[/b] Slain victims of ghouls later become ghouls. Slain victims of ghasts later become ghouls, though with a 2-in-6 chance of becoming ghasts. [i]Animate Dead II[/i] spell. [b]Ghoul Lacedon:[/b] ? [b]Lich:[/b] A lich is the mummy of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. [b]Mummy:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul; these oft require the use of sacred mystery tomes. Some mummies are born of a pact agreed upon by the would-be mummy (whilst mortal) and a dæmon or other netherworldly agent. [b]Shadow:[/b] Any creature drained to 0 str becomes a shadow in thrall to the one that transformed him, and likewise do they become utterly hateful of all corporeal creatures. [b]Skeleton:[/b] Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the skeletons of men or humanoids. [i]Animate Dead[/i] spell. [i]Dance Macabre[/i] spell. [b]Skeleton Large:[/b] Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, and minotaurs. [i]Animate Dead[/i] spell. [b]Skeleton Giant:[/b] Giant skeletons are the animated forms of fomorians and other giant species. [i]Animate Dead[/i] spell. [b]Skeleton Animal:[/b] These are the risen skeletons of carrion, raised to serve the vile purposes of some wicked necromancer. [b]Skeleton Animal Small:[/b] [i]Animate Carrion[/i] spell. [b]Skeleton Animal Medium:[/b] [i]Animate Carrion II[/i] spell. [b]Skeleton Animal Large:[/b] [i]Animate Carrion III[/i] spell. [b]Spectre:[/b] If a man is drained to 0th level, one day later he becomes a spectre serving the one who drained him. [b]Vampire:[/b] Once per victim per day, a vampire can ensorcel a man with its gaze; must make sorcery save at −2 penalty or acquiesce to vampire’s will. Vampire can then bite victim’s neck to drain blood for 1 point of con per round. Those drained to 1 or 2 con become vampire thralls; those drained to 0 con are slain. Survivors regain lost con at 1 point per day of complete bed rest. [b]Wight:[/b] This dreadful creature is formed when a negative energy spirit inhabits a cadaver. [b]Wraith:[/b] A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. [b]Zombie:[/b] These undead humanoids, sometimes referred to as the walking dead, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. A zombie's bite infects victim with the zombiism disease, no saving throw allowed. Infection manifests 1 turn after bite and begins with an intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; then, 1d6 turns later, he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. [i]Animate Dead[/i] spell. [i]Dance Macabre[/i] spell. [b]Skeleton Servant:[/b] [i]Skeleton Servant[/i] spell. Animate Carrion Level: nec 1; Range: 10 feet; Duration: permanent Skeletons are animated from the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The animated animals obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain up to 1 HD of animals per CA level. Even if desiccated flesh remains on their bones, the undead animals have statistics as noted in VOL.IV, BEASTS and MONSTERS: S, skeleton, animal. Animated carrion loses any special abilities possessed in life; e.g., flight, musk, venom. N.B.: For purposes of turning, consider Small undead animals Undead Type 0. Animate Carrion II Level: nec 3; Range: 10 feet; Duration: permanent As animate carrion, but effecting undead animals of up to Medium size. The caster can animate and maintain up to 2 HD of animals per CA level. N.B.: For purposes of turning, consider Medium undead animals Undead Type 1. Animate Carrion III Level: nec 5; Range: 10 feet; Duration: permanent As animate carrion, but effecting undead animals of up to Large size. The caster can animate and maintain up to 3 HD of animals per CA level. N.B.: For purposes of turning, consider Large undead animals Undead Type 2. Animate Dead Level: mag 5, clr 3, nec 4, wch 5; Range: 10 feet; Duration: permanent From the bones or cadavers of dead men or humanoids are the undead animated—skeletons or zombies (Undead Types 1 and 2; see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels (see VOL.IV, BEASTS and MONSTERS: S, skeleton, large and skeleton, giant), though zombies may only be created from the whole corpses of men (or cave-men). Animate Dead II Level: nec 6; Range: 10 feet; Duration: permanent From the fresh graves of men, ghouls (Undead Type 3; see VOL.IV, BEASTS and MONSTERS: G, ghoul) are raised by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They continue to serve until either slain or turned (see VOL.III, COMBAT ACTIONS, turn undead); the dispel magic spell (q.v.) also nullifies the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control up to 1 ghoul for every two CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst raising another, the 6th may emerge as a ghast (Undead Type 6; see VOL.IV, BEASTS and MONSTERS: G, ghast) on a 2-in-6 chance. Danse Macabre Level: nec 2; Range: 180 feet; Duration: 1 turn per CA level The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or zombie (see VOL.IV, BEASTS and MONSTERS: S, skeleton; BEASTS and MONSTERS: Z, zombie). It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature crumples to the ground. Either form can be turned as Undead Type 1 (see VOL.III, COMBAT ACTIONS, turn undead). Skeleton Servant Level: nec 1; Range: 240 feet; Duration: 6 turns (1 hour) This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeleton servant attends the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: Undead Type 0; AL CE, MV 30, AC 7, HD ½, #A 0, D —, SV 17, Special: Immune to sleep, charm, and cold magic; edged and piercing weapons inflict ½ damage.[/spoiler] [URL=https://www.drivethrurpg.com/product/221806/Astonishing-Swordsmen--Sorcerers-of-Hyperborea-Compleat-Second-Edition?affiliate_id=17596]Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)[/URL][spoiler] [b]Undead:[/b] ENERGY DRAIN: Some creatures in Hyperborea (particularly the undead) are infused with negative energy said to originate from the hoary depths of the Black Gulf. When these creatures touch a living being, they can effect an energy drain, absorbing and/or destroying a portion of the victim’s life force. For player characters, energy drain is reflected in the loss of experience levels. The victim generally is allowed a death saving throw to resist; if this roll fails, he is drained to the halfway point of the resulting level (e.g., a 5th-level cleric drained to 4th level is at 12,000 XP). When a character is drained of a level, the level gain checklist (see p. 267: Experience Points, gaining levels of experience) should be applied in reverse, deducting hit dice and abilities accordingly. A character drained below 1st level is killed (and oft arises as an undead himself ). [b]Animal Undead:[/b] These are the risen skeletons of animal carrion, raised to serve the vile purposes of some wicked necromancer. [b]Small Animal Undead:[/b] [i]Animate Carrion[/i] spell. [i]Animate Carrion II[/i] spell. [i]Animate Carrion III[/i] spell. [b]Medium Animal Undead:[/b] [i]Animate Carrion[/i] spell. [i]Animate Carrion II[/i] spell. [b]Large Animal Undead:[/b] [i]Animate Carrion III[/i] spell. [b]Ghast:[/b] A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. [i]Animate Dead II[/i] spell. [b]Ghost:[/b] Many forms of ghost exist, from benevolent to malign, with several degrees of nuisance and inconvenience betwixt and between. Harmful, malicious ghosts manifest as apparitions of dead men, haunting and nebulous images. Cursed with undeath, these hateful, restless beings despise living men and find perverse pleasure in draining their life essences to derive sustenance. [b]Ghost Banshee, Baobhan Sith:[/b] Two different types of banshee are known; both are hazy, ghostly manifestations of a female spirit. [b]Ghoul:[/b] This is a repugnant humanoid, once a man, now cursed with undeath. A ghoul's slain victims later become ghouls. A ghast's slain victims later become ghouls, though with 2-in-6 chance to become ghasts. [i]Animate Dead II[/i] spell. Mask of the Plague Doctor magic item. [b]Lacedon, Aquatic Ghoul:[/b] A victim of a Class xiii lesser daemon's bite must make death (poison) save or die, rising three days later as an aquatic ghoul (lacedon). [b]Lich:[/b] A lich is the mummified body of a powerful sorcerer, knight, overlord, or king who chose a path to (or was made to suffer) unspeakable atrocities. Imbued with the power of damonkind, liches are gaunt, fleshless undead. [b]Mummy:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. [b]Son of Nyarlathotep:[/b] A mummy is an undead monster born of maleficent necromancy using the prepared corpse of a man. In general the corpse is dehydrated and wrapped in resin-coated linen strips that prevent the introduction of moisture. The rites and incantations then performed by the sorcerer are forbidden and rightly damning to one’s soul, oft requiring the use of sacred mystery tomes. Some mummies are born of pacts agreed upon by the imminent dead (whilst still mortal) and damons or other netherworldly agents. Rarest is the mummy able to retain its former will and intelligence; termed the sons of Nyarlathothep, these mummies crave power and domination. [b]Bog Mummy:[/b] Bog mummies are foul corpses that have been preserved by the foetid, acidic water of a peat bog. As sacrificial victims of unspeakable cruelty, they also suffer the dreaded curse of undeath, restless beings that despise humanity. Foul corpse that has been preserved by the foetid, acidic water of a peat bog. [b]Ice Mummy:[/b] Ice mummies are corpses that were preserved in gruesome, withered forms by cold temperatures and which became inhabited by Evil spirits of the Hyperborean ice. [b]Ice Mummy Thrall:[/b] An ice mummy's victims are buried in snow and rise as ice mummy thralls a day later. [b]Ice Mummy Noble:[/b] ? [b]Skeletal Warhorse, Large Undead Animal:[/b] ? [b]Shadow:[/b] Any creature drained to 0 ST by a shadow becomes a shadow in thrall to the one that transformed him, and likewise does he become utterly hateful of all corporeal creatures. Shadow Rattle magic weapon. [b]Skeleton:[/b] Animated and conjured to service by the baleful sorcery of magicians, clerics, and the like, these are the bones of men or humanoids, undead creatures typically found in crypts, dungeons, and other forsaken locales. The bones of a man or other humanoid risen to undeath through foul necromancy. [i]Animate Dead[/i] spell. [i]Danse Macabre[/i] spell. [b]Large Skeleton:[/b] Large skeletons are the animate bones of albino apes, carnivorous apes, mountain apes, or minotaurs. [i]Animate Dead[/i] spell. [b]Giant Skeleton:[/b] Giant skeletons are the animate forms of fire giants, frost giants, or hill giants. [i]Animate Dead[/i] spell. [b]Spectre:[/b] These malevolent, incorporeal undead beings are empowered by the negative energy of the Black Gulf. If a man is drained to 0th level by a spectre, one day later he will become a spectre serving the one who drained him. [b]Swinish Shade:[/b] It is well known amongst savants that orcs are the spawn of fleshly men and damons, given life by the fell bargains of desperate folk in ancient times. What is less known is that the damonic essence lingers even after the foul orcish flesh is buried, burnt, or (oftest) eaten by fellow orcs. In a place where many orcs died in a short time, such as a great battlefield or an orcish settlement whose inhabitants were massacred, these unseen swinish shades can be numerous enough to affect the world of the living. In a haunted area (usually no more than one square mile), swinish shades will manifest during hours of darkness as a foul wind that plucks and tears at the bodies of the living and torments their souls. [b]Vampire:[/b] This notorious undead monster is a cursed man arisen from the grave to prey on the weak and drink their blood. Vampires take many forms, some being incorporeal manifestations that haunt locales of unfortunate occurrences. The most common vampires are those oft told of in folklore: malevolent corpses that dwell in cursed tombs, ruins, and other desolate places, where they slumber in coffins, sarcophagi, or like receptacles. [b]Wight:[/b] This dreadful creature is formed when a negative-energy spirit inhabits a cadaver. [b]Wraith:[/b] Wraiths are composed of negative energy of sepulchral stench. A man slain by a wraith will become a wraith in 24 hours, serving the monster that slew him. [b]Zombie, Walking Dead:[/b] These undead humanoids, sometimes referred to as the “walking dead”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse; in other cases the affliction of zombiism is akin to disease transmission. A zombie's bite infects victim with the zombiism disease (no saving throw allowed). Infection manifests 1 turn after bite and begins with intense fever, followed by loss of consciousness 1d6+6 turns later. Within 1d10+2 hours the victim dies; 1d6 turns thereafter he rises as a zombie. Cure disease can disrupt and alleviate this process, if cast before victim’s death. [i]Animate Dead[/i] spell. [i]Danse Macabre[/i] spell. Death Soldier's Muster magic weapon. White-Speckled Blue Lotus lotus. [b]Intestine Zombie:[/b] Originally created by the Ixian necromancer Yileenda, intestine zombies present as common zombies. [b]Zuvembie:[/b] The zuvembie is the result of a woman imbibing a black brew. [b]Giant Skeletal Cobra, Large Undead:[/b] ? [b]Centurian, Skeleton:[/b] ? [b]Skeletal Hand:[/b] [i]Skeletal Hands[/i] spell. [b]Skeletal Servant:[/b] [i]Skeletal Servant[/i] spell. [b]Ghost Ship:[/b] ? [b]Skeletal Pirate:[/b] ? [b]King Yleil, Lich:[/b] ? Animate Carrion Level: nec 1 | Range: 10 feet | Duration: permanent Raised are the bones or carrion of Small animals: amphibians, birds, mammals, and reptiles of natural sort. The undead animals will obey the simple instructions of the caster (essentially one-word commands) and follow him unless either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead animal. The caster can animate and maintain no more than 1 HD of undead animals per CA level. Whether or not desiccated flesh remains on their bones, the undead animals have statistics as noted in Vol. IV. Animated carrion loses any special abilities possessed in life (e.g., flight, musk, venom). Animate Carrion II Level: nec 3 | Range: 10 feet | Duration: permanent As animate carrion, but effecting undead animals of Small or Medium size. The caster can animate and maintain no more than 2 HD of undead animals per CA level. Animate Carrion III Level: nec 5 | Range: 10 feet | Duration: permanent As animate carrion, but effecting undead animals of any size. The caster can animate and maintain no more than 3 HD of undead animals per CA level. Animate Dead Level: mag 5, nec 4, wch 5; clr 3 | Range: 10 feet | Duration: permanent From the bones or cadavers of dead men or humanoids are the undead created: skeletons or zombies. The undead will obey without question the commands of the caster, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 skeleton or zombie per CA level. If suitable remains are at hand, the sorcerer can opt to raise 1 large skeleton per 3 CA levels, or 1 giant skeleton per 6 CA levels, though zombies may only be created from the whole corpses of men (or cave-men). Animate Dead II Level: nec 6 | Range: 10 feet | Duration: permanent From the fresh graves of men are raised ghouls by means of unspeakable rites and forbidden incantations. The selected graves must be no older than one week and dug properly. The ghouls will claw out from the earth to obey without question the commands of the sorcerer, following, attacking, or standing guard as directed. They will continue to serve until either slain or turned (see Vol. III, p. 252: Combat Actions, magic); the dispel magic spell (q.v.) also will nullify the connexion betwixt the sorcerer and the undead. Through this necromancy the sorcerer can animate and control 1 ghoul for every 2 CA levels. If a 12th-level sorcerer raises 5 ghouls and has them in his keeping whilst animating another, the 6th may emerge as a ghast on a 2-in-6 chance. Danse Macabre Level: nec 2 | Range: 180 feet | Duration: 1 turn per CA level The corpse of a man or humanoid is animated to undeath and thenceforth controlled like a marionette, the necromancer waving his fingers and dictating the movements of the creature. The danse macabre subject is either a skeleton or a zombie. It can be directed to move, pick up objects, or even attack, but requires the constant chanting and gesticulating of the caster. Once the caster ceases to direct, or when the spell’s duration elapses in any event, the creature will crumple to the ground. Either form can be turned as Undead Type 1 (see Vol. III, p. 252: Combat Actions, magic). Skeletal Hands Level: nec 2 | Range: 30 feet | Duration: 1 turn A pair of bony members materializes, floating before the sorcerer and aglow with crimson lambency. The sorcerer manipulates the skeletal hands by gesturing with his own. Always the hands must be kept together, and if the caster ceases to concentrate and gesticulate, the hands will disappear. The hands can perform simple tasks such as lifting things, opening doors, and retrieving items. Each hand can hold five pounds of weight individually, or 15 pounds when working together. Skeletal hands can also be used to attack with the following statistics: MV 20; DX (as caster); AC 5; HD 1 (hp 2 [1 hp each]); #A 2/1 (claw/claw); D 1d4/1d4; SV (as caster). The hands can also be terminated via dispel magic or turn undead (Undead Type 0; see Vol. III, p. 252: Combat Actions, magic). Skeletal Servant Level: nec 1 | Range: 240 feet | Duration: 6 turns (1 hour) This ritual requires 1 turn to cast, using the complete skeleton of a man or humanoid. The skeleton is animated to an undead creature of limited means. This skeletal servant will attend the caster; it can clean, fetch / carry a 10-pound item (or drag a 20-pound item), tie a simple knot, mend a torn cloth or sack, open an unlocked door, or perform other menial tasks throughout the duration of the spell, so long as it remains within 240 feet of the sorcerer. The creature cannot fight. Its relevant statistics are: AL CE; SZ M; MV 30; AC 7; HD .; #A 0; D —; SV 17. Special: Immune to sleep, charm, and cold magic. Edged and piercing weapons inflict 1/2 damage. Turned as Undead Type 0. Black Brew: This gruesome swill typically is concocted by a witch or shaman. It consists of tannin-rich bog water that contains ground rattlesnake bones, bat’s blood, dew from a nighthawk’s wings, black lotus pollen, and mushrooms grown from the corpse of a sorcerer. These ingredients must be stirred together in a copper vessel whilst a forbidden incantation (passed down orally) is sung aloud. Any male who dares drink this potion must make a death (poison) saving throw or die instantly, his jellied brain melting out his ears, nose, and mouth. A female who drinks the brew becomes a bizarre form of free-willed zombie known as a zuvembie. If a black brew is administered to a woman who is unwilling to become a zuvembie, she must make a transformation save to resist conversion; otherwise, the change occurs over the next 1d6 turns (death followed by undeath). Mask of the Plague Doctor: This peaked hat with beaked mask marks the uniform of those charlatans who peddled fraudulent cures as the Green Death ravaged Hyperborea. For some of these dealers in false hope, the gods took notice, and Mordezzan claimed them as his own. Their masks grew to be part of them, and no matter the desperate, disease-riddled settlement in which they tarried, the plague doctors knew no sickness. Many were the last survivors in the towns of men, alone amongst the corpses until, from the dark and charnel abysses of the earth, the undead crept forth to sate their hunger. The wearer of a mask of the plague doctor will find that he cannot remove it. Only remove curse and a successful transformation saving throw will allow the mask’s removal. The wearer, though, is completely immune to all disease (including zombiism) and receives a +2 bonus on all poison and radiation saving throws. A charnel smell clings to the wearer, and ghouls view him with affinity. No ghoul or ghast ever will attack the wearer, though this protection does not extend to companions. Moreover, there is a 1-in-4 chance that any man killed by the wearer will rise a day later as a ghoul. Such casualties will be drawn to follow after the mask wearer, if able, attempting to hunt down his companions and free him from the stink of the living. Club, War +1, Shadow Rattle: Each of these fearsome totems comprises a blackened skull mounted upon a stout shaft of oak. The skull’s eyes are stopped with obsidian and lead, and a horn of unknown provenance is mounted in its centre. Inside the empty brain case, bits of bone and stranger substances rattle to ancient inhuman rhythms that chill the blood and threaten to strip away the thin veneer of human meaning that covers a more ancient, uncaring world. The shadow rattle functions as a +1 war club for most wielders; it is a +2 war club for any shaman. Once per day any wielder can shake the rattle to cast darkness with a 60-foot range (120 feet if used by a shaman). Once per day a shaman can use the shadow rattle to summon 1d6 shadows that take the shape of his or her totem animal. They will serve for the duration of one combat, but if they do not completely drain one human of strength and take the new shadow back to their realm, then the shaman must sacrifice 1,000 XP instead. If the shaman does not have enough XP, he will become a shadow and be taken back to the darkness. Sword +1, Death Soldier’s Muster: This razor-sharp falcata has a bone hilt, and from its lower grip a talon projects from a thumb-like extension. The blade of this weapon is grooved with deep fullers that never are completely free of dried blood. The death soldier’s muster is a +1 weapon, but when wielded by a death soldier (a necromantic warlock), its full power is released: It performs as a +2 weapon and also adds 3 to the death soldier’s dexterity for determining who strikes first when initiative is tied. Any man killed with this blade by a death soldier will rise in 1 turn as a zombie to serve him for one day. White-speckled Blue Lotus: These lotuses grow on the cadavers of men and beasts. They resemble a crop of poppies, with lilac-blue blossoms dappled white. They grow in tight profusion, mantling the body in which they take root. When a lotus-covered body is approached within five feet, a cloud of blue pollen releases. At once the victim will fall to a fit of coughing and sternutation, identical to the effect produced by dust of sneezing and choking (see Vol. V, p. 474: Magical Treasure, miscellaneous magic items); death is inevitable. White-speckled blue lotus blossoms must be gathered when the flower closes, from an hour after sunset to an hour before sunrise. (This condition of course implies certain periods when the flowers never close and are thus practically impossible to collect.) Gathered blossoms must be sun-dried and ground to produce dust of sneezing and choking. Rumours persist that a man killed by the white-speckled blue lotus becomes host to an alien intelligence that can animate his corpse (viz. a zombie) and ambulate to a new locale; this effect is not known to manifest in victims of dust of sneezing and choking.[/spoiler] [URL=https://www.drivethrurpg.com/product/156200/Beneath-the-Comet?affiliate_id=17596]Beneath the Comet[/URL][spoiler] [b]Ka-Ven, Lich:[/b] ? [b]Ta-Nee, Ghost:[/b] I am Ta-Nee, who in life was queen of Hyperborea. But my king would not accept death and trapped my soul, along with so many others, in his sorcerous tomb. [b]Ghost Child:[/b] ? [b]Skeleton:[/b] ? [b]Mummy:[/b] ? [b]Ghost Banshee:[/b] ? [b]Ghost:[/b] ? [b]Spectre:[/b] The spectre's touch drains 1d2 levels unless death save made; if drained to 0th level, one day later become spectre.[/spoiler] [URL=https://www.drivethrurpg.com/product/156193/Forgotten-Fane-of-the-Coiled-Goddess?affiliate_id=17596]Forgotten Fane of the Coiled Goddess[/URL][spoiler] [b]Giant Ground Sloth Animal Skeleton, Large Undead Animal:[/b] ? [b]Small Allosaurus Animal Skeleton, Large Undead Animal:[/b] ?[spoiler] [URL=https://www.drivethrurpg.com/product/248582/The-Anthropophagi-of-Xambaala?affiliate_id=17596]The Anthropophagi of Xambaala[/URL][spoiler] [b]Gloom-Eater Zombie:[/b] These undead humanoids, oft referred to as “gloom-eaters”, are the soulless corpses of men or humanoids animated by witchcraft, necromancy, or a netherworldly curse. A gloom-eater zombie's bite drains victim’s strength by 1d4 points (no saving throw allowed). A victim reduced to 0 ST has been tainted by the gloom and will become a gloom-eater zombie in 1d4 turns unless cure disease is cast. A gloom-eater zombie's bite drains victim’s ST by 1d4 points; a victim reduced to 0 ST will become a gloom-eater zombie in 1d4 turns, unless cure disease is cast. [b]Shadow:[/b] Any creature drained to 0 ST by a shadow becomes a shadow.[/spoiler] [/spoiler] [/spoiler] [/spoiler] 3rd Party ACKS[spoiler] [URL=https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596]Knockspell Magazine #1[/URL][spoiler] [b]Lich:[/b] Ivgah the Necromancer is a terrible sorcerer who yet survives in the Xavadar family vault. It is he who performed those gruesome rites almost a millennium ago when he orchestrated the mass suicide of the noble Xavadar family. Empowered by the ritual, from the Black Gulf of negative dimensions he summoned and bound to service the Sightless Serpent, a quasi-deital basilisk that cyclically weeps rills of gems. The gems are small, but precious, black and violet sapphires valued at some 100 gp each; but Ivgah cares not a shred for monetary riches. What he seeks (or, rather, sought) is the rare ebbed-white sapphire, a spell component integral to the baleful necromancy that would raise the noble family to an obsequious form of lichdom in his service. [b]Skeleton:[/b] This is where the 48 family servants were entombed, but Ivgah animated them each and all to serve his vile purposes. [b]Ghoul:[/b] ? [b]Zombie:[/b] ?[/spoiler] [/spoiler] [/spoiler] OSRIC[spoiler] OSRIC Cumulative[spoiler] [B]Undead:[/B] A player character drained below level 1 is slain (and may rise as some kind of undead creature). (OSRIC Pocket SRD) For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. (Malevolent and Benign) The staff [of the Temple of Death] oversee all funereal rites and all the dead of the city [of Karan] are burnt (due to strange magic in the mountains most unburnt cadavers reanimate in some form of undead or other…). (SM03 Cityguide to the City of Karan) Necromancer Manufacture (Undead Type) power. (Knockspell Magazine #1) [B]Aberration Crypt Thing:[/B] See Crypt Thing Aberration. [B]Aerdolph:[/B] See Vampire, Aerdolph. [b]Allor:[/b] See Mummy Hill, Allor. [B]Altered Equine Skeleton:[/B] See Skeleton Altered Equine. [B]Altered Skeleton:[/B] See Skeleton Altered. [B]Altered Skeleton Equine:[/B] See Skeleton Altered Equine. [B]Altered Skeleton Tauran:[/B] See Skeleton Altered Tauran. [B]Altered Tauran Skeleton:[/B] See Skeleton Altered Tauran. [b]Ancient Skeleton:[/b] See Skeleton Ancient. [b]Animal Undead:[/b] See Undead Animal. [B]Animal Zombie:[/B] See Zombie Animal. [b]Animated Undead:[/b] See Undead Animated. [B]Ape Grave:[/B] See Grave Ape. [B]Apparition:[/B] Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition. (Advanced Adventures 2: The Red Mausoleum) This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition. (Advanced Adventures 10: The Lost Keys of Solitude) [B]Asalon:[/B] See Lich, Asalon. [B]Ash Ghast:[/B] See Ghoul Ghast Ash. [B]Autmnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. (Malevolent and Benign) [B]Avatar of Famine:[/B] Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent. (Advanced Adventures 10: The Lost Keys of Solitude) Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent. (Malevolent and Benign) [b]Baleen Undead Leviathan:[/b] See Undead Leviathan Baleen. [b]Banfaet:[/b] It is not only magic users and clerics that seek immortality via magic: illusionists and even some druids do as well. Those who follow this road become banfaets instead of liches, and unlike liches which share a singular form regardless their background, banfaets come in two forms. (Malevolent & Benign II) The first is the path of the illusionist. These banfaets replace their body with a mix of phantasm, illusion, and shadow-stuff, and encase their soul into a single giant black pearl worth at least 5,000 gp which acts as their phylactery. They are illusionists of at least 14th-level and their touch drains 1 point of strength in addition to normal damage. (Malevolent & Benign II) A druidic banfeat substitutes much of their body with either fungus or slime molds, resulting in what looks to be an animated skeleton with either fungal or slimy flesh. They encase their souls in giant chunk of amber weighing at least 10 pounds (2,000 gp). They are druids of at least 14th-level and, in addition to normal damage, their touch corrodes metal as a does a rust monster. (Malevolent & Benign II) [B]Banshee, Groaning Spirit:[/B] The legendary banshee is the ghost of an evil elven female. (OSRIC Pocket SRD) [B]Banshee Ivory:[/B] The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou. (Teratic Tome) [B]Barrow Corpse:[/B] ? [b]Barrow Lord:[/b] Barrow lords are tribal or clan leaders whose desire to defend their lands and people is so strong that their spirits are unable to leave the mortal plane. (Malevolent & Benign II) [b]Barrow Lord Undead Follower Skeleton:[/b] ? [b]Barrow Lord Special Guardian Skeleton:[/b] See Skeleton Barrow Lord Special Guardian. [B]Battle Spectre:[/B] See Spectre Battle. [B]Beheaded:[/B] A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. (Found Folio Volume One) A spellcaster can create a beheaded with animate dead. (Found Folio Volume One) Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated. (Found Folio Volume One) [B]Beheaded Belching:[/B] The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball). (Found Folio Volume One) [B]Beheaded Flaming:[/B] The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created. (Found Folio Volume One) [B]Beheaded Screaming:[/B] This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created. (Found Folio Volume One) [B]Belching Beheaded:[/B] See Beheaded Belching. [B]Black Skeleton:[/B] See Skeleton Black. [B]Bone Sovereign:[/B] Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. (Advanced Adventures 10: The Lost Keys of Solitude) Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. (Advanced Adventures 10: The Lost Keys of Solitude) Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. (Malevolent and Benign) [b]Cachalot Undead Leviathan:[/b] See Undead Leviathan Cachalot. [B]Cadaver:[/B] Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example). (Malevolent and Benign) [B]Celrax:[/B] See Huecuva, Celrax. [b]Centurion Dust:[/b] See Dust Centurion. [b]Child Troll Undead:[/b] See Undead Troll Child. [b]Children of Coyle:[/b] In cases of family horror, where children are murdered by their parents, they may rise as one of the Children of Coyle, named after the first child-murderer who met his fate at the undead hands of the very children he slayed. (Malevolent & Benign II) [B]Cicatrix Ghast:[/B] See Ghoul Ghast Cicatrix. [B]Coffer Corpse:[/B] They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. (OSRIC Pocket SRD) Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. (Advanced Adventures 13: White Dragon Run) Level 1 necromancer's undeath power. (Knockspell Magazine #1) [B]Cornelia Metella:[/B] See Haunt, Mrs. Cornelia Metella. [B]Corpse Barrow:[/B] See Barrow Corpse. [b]Corpse Burning Dead:[/b] See Burning Dead, Burning Dead Corpse. [B]Corpse Coffer:[/B] See Coffer Corpse. [B]Corpse Crawling:[/B] See Crawling Corpse. [b]Corpse Walking:[/b] See Zombie, Walking Corpse. [B]Crawling Corpse:[/B] Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated. (Monsters of Myth) [B]Crawling Hand:[/B] ? [B]Crypt Thing:[/B] ? [b]Crypt Thing, Seated Figure in Heavy Robes and a Skull Face:[/b] ? [B]Crypt Thing Aberration:[/B] ? [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass. (Malevolent and Benign) [b]Dead:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit. [b]Dead Burning:[/b] See Burning Dead. [b]Death Knight:[/b] Upon their deaths, certain high-level anti-paladins may be transformed into a Death Knight (1% chance/level) – a particularly powerful form of undead, as a reward for their faithful service. (Knockspell #3) [B]Deathweb Spider:[/B] Deathweb spiders are the exoskeletons of death giant spiders (of S,M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet. (Found Folio Volume One) [B]Deathflyer Wasp:[/B] Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps. (Found Folio Volume One) [B]Deceived of Set:[/B] The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness. (Monsters of Myth) [B]Demimondaine:[/B] The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer. (Teratic Tome) [B]Dirkloch, Richard:[/B] See Wight, Richard Dirkloch. [B]Draugir the Master of Battle:[/B] See Haugbui, Draugir the Master of Battle. [B]Drider Ghoul:[/B] See Ghoul Drider. [B]Duplicate Zombie:[/B] See Zombie Duplicate. [b]Dust Centurion:[/b] A dust centurion is the departed spirit of a former warrior who perished at the hands of magic, unable to achieve the death in combat that it desired. This longing, combined with the magical energies from its death, transform it into a spirit that animates the dust and wreckage left from the calamity, forming into a humanoid shape when approached. (Malevolent & Benign II) The precise material that a dust centurion is made of depends on the great calamity that it perished in; one that died in a massive magical blaze may be made of ash, whereas one that died to an unnatural blizzard could be made of floating crystals of ice. (Malevolent & Benign II) [B]Eastern Vampire:[/B] See Vampire Eastern. [B]Ecorche:[/B] Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. (Found Folio Volume One) [b]Eloko:[/b] Eloko are the spirits of people who have died in a forest. They haunt a forest because of a grudge left unsettled: typically one about hunting. (Malevolent & Benign II) [b]Enhanced Skeleton:[/b] See Skeleton Enhanced. [b]Eperius Regault:[/b] See Revenant Body, Greater Undead, Eperius Regault. [B]Equine Altered Skeleton:[/B] See Skeleton Altered Equine. [B]Equine Skeleton Altered:[/B] See Skeleton Altered Equine. [b]Exhumed:[/b] The exhumed are not so much creatures as they are physical manifestations of a curse: a curse against those who disturb the rest of the dead! Whenever a human body is disinterred, there is a slight chance that the spiritual detritus left behind coalesces into an exhumed 1-8 days after their resting place has been looted. (Malevolent & Benign II) [b]Fallen Mummy Priestess of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Fallen Priestess Mummy of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [B]Famine Avatar of:[/B] See Avatar of Famine. [B]Fell Troll:[/B] See Troll Fell. [b]Fighter 8:[/b] See Spirit Nasty Pissed Off, The Dead, Very Angry Spirit, Fighter 8. [b]Figure:[/b] See Ghoul Ghast, Figure. [b]Figure Humanoid:[/b] See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure. [b]Figure Large:[/b] See Undead Trio, Figure Large, Greater Undead. [b]Figure in Black Robed:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Figure in Heavy Robes and a Skull Face Seated:[/b] See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face. [b]Figure Robed in Black:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Figure Seated in Heavy Robes and a Skull Face:[/b] See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face. [b]Figure With Armor and Blade Woman-Like:[/b] See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead. [b]Figure Woman-Like With Armor and Blade:[/b] See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead. [B]Flaming Beheaded:[/B] See Beheaded Flaming. (Found Folio Volume One) [B]Flesh Sovereign:[/B] ? [B]Forgotten:[/B] See Zuul-Koar, The Forgotten. [b]Former High Priest Ghost of a:[/b] See Ghost of a Former High Priest. [B]Foul Spawner:[/B] Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave. (Malevolent and Benign) [b]Fresh Zombie:[/b] See Zombie Fresh. [b]Freshly Animated Zombie:[/b] See Zombie Fresh, Freshly Animated Zombie. [b]Fully Animated Skeleton:[/b] See Skeleton, Fully Animated Skeleton. [b]Fungal Skeleton:[/b] See Skeleton Fungal. [b]Fungal Zombie:[/b] See Zombie Fungal. [B]Gaheris Lord of the Red Mausoleum:[/B] See Lich, Gaheris Lord of the Red Mausoleum. [B]Gem-Eye Skeleton:[/B] See Skeleton Gem-Eyed, Gem-Eye Skeleton. [B]Gem-Eyed Skeleton:[/B] See Skeleton Gem-Eyed, Gem-Eye Skeleton. [B]Ghast:[/B] See Ghoul Ghast. [b]Ghast, Figure:[/b] See Ghoul Ghast, Figure. [B]Ghast Ash:[/B] See Ghoul Ghast Ash. [B]Ghast Cicatrix:[/B] See Ghoul Ghast Cicatrix. [B]Gholdako:[/B] A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. (Found Folio Volume One) [B]Ghost:[/B] Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. (OSRIC Pocket SRD) These are the incorporeal ghosts of the bodies on the ground. (Ice Kingdoms: Into the Mournwood) They too lost their children and came into the woods to rescue them from the hags. Upon finding the hag responsible they discovered their children had been turned into bear cubs and consumed by the wood witch. One child was saved by having the bear cloak ripped from her hide, the child then ran into the woods. Before they could escape with the child the hag attacked and killed them and then cursed them to forever dwell in the cursed forest. (Ice Kingdoms: Into the Mournwood) [b]Ghost, Lost Princess:[/b] Whether she was locked away here as punishment or to circumvent some sort of curse may never be known, but the lost princess is long-dead, existing now only as a ghostly little girl. (Double Feature Charity Module: Erik Jensen's Bonespur Glacier and Jason Paul McCartan's The Tomb of Bashyr PWYW) [B]Ghost, Sundar:[/B] Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost. (The Forgotten Temple of Baalzebul) [b]Ghost of a Former High Priest:[/b] ? [b]Ghost of a High Priest Former:[/b] See Ghost of a Former High Priest. [b]Ghost of a Priest High Former:[/b] See Ghost of a Former High Priest. [B]Ghost Palimpset:[/B] The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead. (Teratic Tome) [b]Ghost Tortured Virgin:[/b] The room is populated by the souls of sacrificed young women, and they will attack any living thing entering the chamber, first the male members of the party, and once they are dead, the females. (The Complete Cities of Sorcery Campaigns) [b]Ghost Virgin Tortured:[/b] See Ghost Tortured Virgin. [B]Ghoul:[/B] Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. (OSRIC Pocket SRD) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit. (Malevolent and Benign) [I]Animate Dead[/I] spell using grim dust. (Old School Gazette 1) Level 2-3 Necromancer's undeath power. (Knockspell Magazine #1) [B]Ghoul Drider:[/B] They are the reanimated remains of driders who were once trapped here and driven to suicide. (Advanced Adventures 8: The Seven Shrines of Nav'k-Qar) [B]Ghoul Ghast:[/B] Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. (OSRIC Pocket SRD) An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast. (Advanced Adventures 13: White Dragon Run) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign) Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) [I]Animate Dead[/I] spell using grim dust. (Old School Gazette 1) Level 4 necromancer's undeath power. (Knockspell Magazine #1) [b]Ghoul Ghast, Figure:[/b] ? [B]Ghoul Ghast Ash:[/B] ? [B]Ghoul Ghast Cicatrix:[/B] ? [B]Ghoul Lacedon:[/B] ? [B]Ghoul Lesion:[/B] Created by an errant demon lord while visiting the Prime Material plane. (Teratic Tome) [b]Ghoul Marine:[/b] ? [B]Ghoul Monkey:[/B] Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh. (Monsters of Myth) [b]Ghoul Skin Thief:[/b] ? [b]Ghoulrat:[/b] See Undead Rat Ghoulrat. [B]Giant Necrocraft:[/B] See Necrocraft Giant. [B]Gorsh, King of the Desert by the Sea:[/B] If the sarcophagus is opened the body will animate. (Pyramid of Gorsh) [B]Grave Ape:[/B] Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans. (Found Folio Volume One) [B]Gravebound:[/B] Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. (Found Folio Volume One) [B]Graveknight:[/B] Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor. (Found Folio Volume One) [B]Gray Lady:[/B] Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. (Malevolent and Benign) [b]Greater Skeleton:[/b] See Skeleton Greater. [b]Greater Undead:[/b] See Skeleton Greater, Greater Undead. [b]Greater Undead:[/b] See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead. [b]Greater Undead:[/b] See Undead Trio, Figure Large, Greater Undead. [b]Greater Undead:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Greater Undead, Eperius Regault:[/b] See Revenant Body, Greater Undead, Eperius Regault. [B]Groaning Spirit:[/B] See Banshee, Groaning Spirit. [b]Guard:[/b] See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure. [b]Guardian Skull:[/b] See Skull Guardian. [b]Guardian Stone:[/b] See Skeleton Stone Guardian. [b]Guishu:[/b] ? [b]Half-Strength Spectre:[/b] See Spectre Half-Strength. [B]Hand Crawling:[/B] See Crawling Hand. [B]Harbinger:[/B] If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil. (Advanced Adventures 2: The Red Mausoleum) If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. (Malevolent and Benign) [B]Haugbui:[/B] These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess. (Advanced Adventures 26: The Witch Mounds) These are undead warriors, servants of Sorana, Goddess of Death, who were so evil in life that they attracted the interest of the goddess. (Malevolent & Benign II) [B]Haugbui, Draugir the Master of Battle:[/B] ? [B]Haugbui, Jormungandr:[/B] ? [B]Haunt, Mrs. Cornelia Metella:[/B] This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt. (Advanced Adventures 28: Redtooth Ridge) The haunt desires to punish the lazy servants who ruined her best dress. (Advanced Adventures 28: Redtooth Ridge) [B]Haze Horror:[/B] Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world. (Malevolent and Benign) [B]Haze Horror Variant:[/B] ? [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. (Malevolent and Benign) [B]Heartless:[/B] Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades. (Malevolent and Benign) [B]Hellscorn:[/B] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. (Malevolent and Benign) [b]High Priest Former Ghost of a:[/b] See Ghost of a Former High Priest. [b]High Priest Mummy:[/b] See Mummy High Priest. [b]Hill Mummy:[/b] See Mummy Hill. [B]Horror Haze:[/B] See Haze Horror. [B]Horror Hearth:[/B] See Hearth Horror. [b]Hound Zombie:[/b] See Zombie Hound. [B]Huecuva, Celrax:[/B] When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy. (The Forgotten Temple of Baalzebul) [b]Humanoid Figure:[/b] See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure. [B]Husk Sabulous:[/B] See Sabulous Husk. [b]Insane Mummy, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [B]Ishabti:[/B] Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification. (Monsters of Myth) They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming. [B]Ivory Banshee:[/B] See Banshee Ivory. [B]Jormungandr:[/B] See Haugbui, Jormungandr. [B]Juju Zombie:[/B] See Zombie Juju. [b]Kalikaltulizma:[/b] ? [B]King of the Desert by the Sea:[/B] See Gorsh, King of the Desert by the Sea. [b]Knight Death:[/b] See Death Knight. [B]Ktthjj:[/B] Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos. (Monsters of Myth) These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men. (Monsters of Myth) [B]Lady Gray:[/B] See Gray Lady. [b]Large Figure:[/b] See Undead Trio, Figure Large, Greater Undead. [B]Large Necrocraft:[/B] See Necrocraft Large. [b]Large Osseopod:[/b] See Osseopod Large. [b]Lean Man Tall, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Lean Tall Man, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [B]Lesion Ghoul:[/B] See Ghoul Lesion. [b]Leviathan Undead:[/b] See Undead Leviathan. [B]Lich:[/B] Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is. (OSRIC Pocket SRD) Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World) Level 15 necromancer's undeath power. (Knockspell Magazine #1) Necromancer Create Lich power. (Knockspell Magazine #1) [B]Lich, Asalon:[/B] He performed the necessary rites to transform himself into a powerful lich long ago. (The Forgotten Temple of Baalzebul) When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich. (The Forgotten Temple of Baalzebul) [B]Lich, Gaheris Lord of the Red Mausoleum:[/B] ? [B]Lich, Malchior the Deft:[/B] A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile. (Teratic Tome) He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon. (Teratic Tome) Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich. (Teratic Tome) [B]Lich, Malignaant:[/B] When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly. (The Forgotten Temple of Baalzebul) [B]Lich, Sarmux:[/B] When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him. (The Forgotten Temple of Baalzebul) [B]Lich, Sorcerell:[/B] In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart. (The Forgotten Temple of Baalzebul) [B]Lich, Tamov the Moldy:[/B] ? [B]Lich, Xerksis, The Mage-King:[/B] Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich. (Zor Draxtau Issue 3) [B]Lich Magic-User 20, Tyrhanidies:[/B] ? [b]Lich-Lord of Kuush:[/b] ? [b]Limb:[/b] Necromancer Animate Limb power. (Knockspell Magazine #1) [b]Lord Barrow:[/b] See Barrow Lord. [b]Lord Mummy, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [B]Lord of the Red Mausoleum:[/B] See Lich, Gaheris Lord of the Red Mausoleum. [B]Lord Shadow:[/B] See Shadow Lord. [b]Lost Princess:[/b] See Ghost, Lost Princess. [B]Lostling:[/B] Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure. (Malevolent and Benign) [B]Lostling Variant:[/B] ? [B]Mage-King:[/B] See Lich, Xerksis, The Mage-King. [B]Malchior the Deft:[/B] See Lich, Malchior the Deft. [B]Malignaant:[/B] See Lich, Malignaant. [b]Man Lean Tall, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Man Tall Lean, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Marine Ghoul:[/b] See Ghoul Marine. [B]Master of Battle:[/B] See Haugbui, Draugir the Master of Battle. [b]Medusa Mummy:[/b] See Mummy Medusa. [B]Metella, Cornelia:[/B] See Haunt, Mrs. Cornelia Metella. [B]Minotaur Zombie:[/B] See [B]Mohrg:[/B] Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue. (Found Folio Volume One) [B]Monkey Ghoul:[/B] See Ghoul Monkey. [b]Monster Vestige:[/b] Monsters, unlike humans, rarely continue into undeath as ghosts or similar undead. Instead, in very rare instances, a portion of their essence remains bound to their lair, held by their strong connection to the area or a strong emotion associated with their means of death. The process by which a vestige is formed typically takes months, so a monster slain cannot immediately confront its slayers in vestige form. (Malevolent & Benign II) [B]Monster Zombie:[/B] See Zombie Monster. [B]Mourner Autmnal:[/B] See Autmnal Mourner. [b]Mournwood Zombie:[/b] See Zombie Mournwood. [B]Mouther Slavering:[/B] See Slavering Mouther. [B]Mrs. Cornelia Metella:[/B] See Haunt, Mrs. Cornelia Metella. [B]Mummy:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World) Level 7-8 necromancer's undeath power. (Knockspell Magazine #1) [b]Mummy, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Mummy Fallen Priestess of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Mummy High Priest:[/b] This is in fact the high priest. Or it once was. He had himself mummified so he could serve the emperor eternally. (A2 Lost Treasure of Actzimotal) [b]Mummy Hill:[/b] Hill mummies are created by rural cults of various ancient deities in areas that lack the wealth and power necessary to create genuine mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that did the raising. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them. (Howler) [b]Mummy Hill, Allor:[/b] ? [b]Mummy Hill, Ruella:[/b] ? [b]Mummy Hill, Zellula:[/b] ? [b]Mummy Insane, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Mummy Lord, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep:[/b] It was during these lean and sallow years, as Tefnut’s power waned, that a treasure hunting priest named Aman-Utep, servant of the jackal god Set, learned of the existence of the temple and made his way through the destruction to its doors. Charismatic and mysterious, he ingratiated his way into the remaining priestess hierarchy until finally making a play for the temple itself. His attempt failed and he was killed, but his mummified body was still entombed within the temple and the unending hate of his malice toward the priestesses festered in his afterlife. So great was his anger that a sickness spread from it among the remaining priestesses, each in turn falling to the power until the temple became a crypt and the darkness of Aman-Utep collected evil creatures around his incarcerated body. (The Complete Cities of Sorcery Campaigns) Eventually, the creatures of darkness freed the man, now mummy, who called them and he stalked the temple, desecrating the artifacts and destroying what he could. Madness was his companion, and although his hate remained, his mind had been taken long ago in his burial preparations by the priestesses, so he was forever broken. (The Complete Cities of Sorcery Campaigns) [b]Mummy Priestess:[/b] ? [b]Mummy Medusa:[/b] In some places, religiously-inclined medusae are known to mummify and bury their dead. As with humans, at times these medusa mummies can return to life to plague the living. (Malevolent & Benign II) [b]Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy:[/b] ? [b]Mummy Priestess Fallen of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Mummy Priestess of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Mummy Slender:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [B]Necrocraft:[/B] A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. (Found Folio Volume One) The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature. (Found Folio Volume One) [B]Necrocraft Giant:[/B] They require twenty-five corpses to create. (Found Folio Volume One) [B]Necrocraft Large:[/B] They require 10 corpses to create. (Found Folio Volume One) [B]Necrocraft Standard:[/B] Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords). (Found Folio Volume One) [B]Neverlasting:[/B] The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. (Malevolent and Benign) [b]Ogre Skeleton:[/b] See Skeleton Ogre. [b]Orc Skeleton:[/b] See Skeleton Orc. [b]Orca Undead Leviathan:[/b] See Undead Leviathan Orca. [b]Osseopod:[/b] Osseopods arise out of mass graves. (Malevolent & Benign II) [b]Osseopod Large:[/b] Larger osseopods (4 HD) may form from the remains of larger creatures, such as ogres and bugbears. 6 HD osseopods may form from giants. (Malevolent & Benign II) [b]Otheladra:[/b] See Wight, Otheladra, Othelladra. [b]Othelladra:[/b] See Wight, Otheladra, Othelladra. [B]Palimpset Ghost:[/B] See Ghost Palimpset. [b]Pishacha:[/b] ? [B]Poltergeist:[/B] Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. (OSRIC Pocket SRD) [b]Priest High Former Ghost of a:[/b] See Ghost of a Former High Priest. [b]Priestess Fallen Mummy of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Priestess Mummy:[/b] See Mummy Priestess. [b]Priestess Mummy Fallen of Tefnut:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [b]Princess Lost:[/b] See Ghost, Lost Princess. [B]Querist:[/B] Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself. (Teratic Tome) [b]Rat Undead:[/b] See Undead Rat. [b]Regault, Eperius:[/b] See Revenant Body, Greater Undead, Eperius Regault. [b]Revenant Body, Eperius Regault:[/b] See Revenant Body, Greater Undead, Eperius Regault. [b]Revenant Body, Greater Undead, Eperius Regault:[/b] ? [B]Richard Dirkloch:[/B] See Wight, Richard Dirkloch. [B]Riddlemaster:[/B] Riddlemasters are lich like beings, the undead forms of great sages and game show hosts. (Found Folio Volume One) [B]Rimmeserker:[/B] Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept. (Monsters of Myth) [b]Robed Figure in Black:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Robed in Black Figure:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Ruella:[/b] See Mummy Hill, Ruella. [B]Sabulous Husk:[/B] Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within. (Malevolent and Benign) [B]Sarmux:[/B] See Lich, Sarmux. [b]Scavenger Skeletal:[/b] See Skeletal Scavenger. [b]Science Fiction Zombie:[/b] See Zombie Science Fiction. [B]Screaming Beheaded:[/B] See Beheaded Screaming. [b]Seated Figure in Heavy Robes and a Skull Face:[/b] See Crypt Thing, Seated Figure in Heavy Robes and a Skull Face. [b]Servant:[/b] Necromancer Construct Servant power. (Knockspell Magazine #1) [B]Shade Walker:[/B] On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers. (Monsters of Myth) [B]Shadow:[/B] Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. (OSRIC Pocket SRD) Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. (OSRIC Pocket SRD) The tortured remains of the murdered monks. (Advanced Adventures 12: The Barrow Mound of Gravemoor) Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon. (Malevolent and Benign) [B]Shadow Lord:[/B] ? [B]Shadow Vampire:[/B] See Vampire Shadow. [b]Skeletal Scavenger:[/b] Formed from combined carcasses of birds killed by the undead leviathan’s negative energy aura, skeletal scavengers are man-sized avian skeletons that magically fly as if they still possessed wings. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. Any scavenger birds killed in this burst of negative energy form the latest creature compliment to the ecology: the skeletal scavengers. The instant after death, their avian flesh begins to melt away, leaving only bony bird skeletons behind. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) Skeletal scavengers are only created by an undead leviathan tyrant. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) [B]Skeletal Warden:[/B] Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan. (Teratic Tome) [B]Skeleton:[/B] These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. (OSRIC Pocket SRD) Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. (OSRIC Pocket SRD) Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. (Advanced Adventures 10: The Lost Keys of Solitude) Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from. (Ice Kingdoms: The Girl With the Demon Tattoos) Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. (Malevolent and Benign) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign) Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) Crypt things never leave their crypt, and if a full twenty-four hours passes between attempts to destroy the crypt thing, it will create another 2d6 skeletons to help defend it, these being kept in Room 8 after the first encounter. (The Complete Cities of Sorcery Campaigns) In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round. (Malevolent and Benign) Behind the curtains lurk six shrine guardians, undead skeletons animated by Illione (the shrine priestess). (The Shrine of Hecate) Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. (The Shrine of Hecate) [I]Animate Dead[/I] spell. (OSRIC Pocket SRD) [I]Animate Dead[/I] spell. (OSRIC 0.02) [I]Animate Dead[/I] spell. (OSRIC 1.00) [I]Animate Dead[/I] spell. (OSRIC Player's Reference) Necromancer Animate Dead power. (Knockspell Magazine #1) [b]Skeleton, Fully Animated Skeleton:[/b] ? [B]Skeleton Altered:[/B] An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it. (Monsters of Myth) The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth) [B]Skeleton Altered Equine:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth) [B]Skeleton Altered Tauran:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. (Monsters of Myth) [b]Skeleton Ancient:[/b] ? [b]Skeleton Animated:[/b] See Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure. [b]Skeleton Animated Fully:[/b] See Skeleton, Fully Animated Skeleton. [b]Skeleton Barrow Lord Special Guardian:[/b] These are the remains of trusted followers who agreed to continue serving their master in death. (Malevolent & Benign II) [B]Skeleton Black:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. (Malevolent and Benign) [b]Skeleton Enhanced:[/b] ? [b]Skeleton Enhanced, Animated Skeleton, Guard, Humanoid Figure:[/b] ? [B]Skeleton Equine Altered:[/B] See Skeleton Altered Equine. [b]Skeleton Fully Animated:[/b] See Skeleton, Fully Animated Skeleton. [b]Skeleton Fungal:[/b] Fungal skeletons are the remains of long-dead victims of the creeping peril. (Malevolent & Benign II) [B]Skeleton Gem-Eyed, Gem-Eye Skeleton:[/B] First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes. (Found Folio Volume One) The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user. (Found Folio Volume One) The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep. (Found Folio Volume One) [b]Skeleton Greater:[/b] ? [b]Skeleton Greater, Greater Undead:[/b] ? [b]Skeleton Ogre:[/b] Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. (Ice Kingdoms: Lair of the White Wyvern) A Skeleton ogre is an animated undead ogre comprised of bones. (Ice Kingdoms: Lair of the White Wyvern) If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers). (Ice Kingdoms: Lair of the White Wyvern) [b]Skeleton Orc:[/b] ? [B]Skeleton Slime:[/B] Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime. (Monsters of Myth) Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones. (Monsters of Myth) [b]Skeleton Stone Guardian:[/b] ? [B]Skeleton Tauran Altered:[/B] See Skeleton Altered Tauran. [B]Skeleton Warrior:[/B] ? [b]Skelirat:[/b] See Undead Rat Skelirat. [b]Skin Thief Ghoul:[/b] See Ghoul Skin Thief. [b]Skull Biting:[/b] See Biting Skull. [b]Skull Guardian:[/b] Necromancer Create Skull Guardian power. (Knockspell Magazine #1) [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. (Advanced Adventures 15: Stonesky Delve) Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. (Malevolent and Benign) [B]Sleeper:[/B] They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity. (Monsters of Myth) [b]Slender Mummy:[/b] See Mummy Priestess, Fallen Priestess Mummy of Tefnut, Mummy Priestess of Tefnut, Slender Mummy. [B]Slime Skeleton:[/B] See Skeleton Slime. [b]Son of Valus:[/b] It will serve the crypt thing that created it, attempting to destroy anyone who makes it past the crypt thing’s teleportation magic. (The Complete Cities of Sorcery Campaigns) [b]Son of Valus, Martial Undead, Warrior:[/b] ? [B]Sorcerell:[/B] See Lich, Sorcerell. [B]Sovereign Bone:[/B] See Bone Sovereign. [B]Sovereign Flesh:[/B] See Flesh Sovereign. [B]Spawner Foul:[/B] See Foul Spawner. [B]Spectral Troll:[/B] ? [B]Spectre:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. (OSRIC Pocket SRD) [B]Specter, Stone-Cleaver:[/B] The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil. (The Forgotten Temple of Baalzebul) [B]Spectre Battle:[/B] ? [b]Spectre Half-Strength:[/b] ? [B]Spider Deathweb:[/B] See Deathweb Spider. [B]Spirit Groaning:[/B] See Banshee, Groaning Spirit. [b]Spirit-Type Undead:[/b] See Undead Spirit-Type. [B]Standard Necrocraft:[/B] See Necrocraft Standard. [b]Stone Guardian:[/b] See Skeleton Stone Guardian. [B]Stone-Cleaver:[/B] See Specter, Stone-Cleaver. [B]Sundar:[/B] See Ghost, Sundar. [b]Tall Lean Man, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [b]Tall Man Lean, Aman-Utep:[/b] See Mummy Lord, Insane Mummy, Mummy, Tall Lean Man, Aman-Utep. [B]Tamov the Moldy:[/B] See Lich, Tamov the Moldy. [B]Tauran Altered Skeleton:[/B] See Skeleton Altered Tauran. [B]Tauran Skeleton Altered:[/B] See Skeleton Altered Tauran. [b]Taux:[/b] Many of those dwelling in Taux insist that the city itself is alive, or if not alive, then perhaps at the very least undead. That way of thinking is correct on many levels, as although the city itself has no true soul, there are nearly two-hundred thousand trapped souls in its stone walls and structures. As each soul is tortured in its captivity, most are mad, and if given the opportunity through magic or other means, will attempt to kill those who now prosper in what they see as their tomb. (The Complete Cities of Sorcery Campaigns) [B]The Forgotten:[/B] See Zuul-Koar, The Forgotten. [B]The Mage-King:[/B] See Lich, Xerksis, The Mage-King. [B]The Master of Battle:[/B] See Haugbui, Draugir the Master of Battle. [B]Thing Crypt:[/B] See Crypt Thing. [b]Tortured Ghost Virgin:[/b] See Ghost Tortured Virgin. [b]Tortured Virgin Ghost:[/b] See Ghost Tortured Virgin. [b]Trio Undead:[/b] See Undead Trio. [b]Troll Child Undead:[/b] See Undead Troll Child. [B]Troll Fell:[/B] ? [B]Troll Spectral:[/B] See Spectral Troll. [b]Troll Undead Child:[/b] See Undead Troll Child. [b]Tundra-Wight:[/b] See Wight Tundra-Wight. [B]Tyrhanidies:[/B] See Lich Magic-User 20, Tyrhanidies. [b]Tyrant Undead Leviathan:[/b] See Undead Leviathan Tyrant. [b]Undead Animal:[/b] Necromancer Animate Dead Animals power. (Knockspell Magazine #1) [b]Undead Animated:[/b] Necromancer Superior Animate Dead power. (Knockspell Magazine #1) [b]Undead Child Troll:[/b] See Undead Troll Child. [b]Undead Greater:[/b] See Skeleton Greater, Greater Undead. [b]Undead Greater:[/b] See Undead Trio, Figure Large, Greater Undead. [b]Undead Greater:[/b] See Undead Trio, Figure Robed in Black, Greater Undead. [b]Undead Greater:[/b] See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead. [b]Undead Greater, Eperius Regault:[/b] See Revenant Body, Greater Undead, Eperius Regault. [b]Undead Leviathan:[/b] Undead leviathans are whale corpses reanimated through negative energy sinks at the ocean’s floor. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) A whale fall is an unusual event in and of itself, but occasionally these massive bounties of detrital material land in places that simply cannot sustain natural life of any sort: a negative energy sink. These strange negative energies infuse a whale carcass with unholy power, giving it unlife, mobility, and malevolence — creating an undead leviathan. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) Occasionally, something goes terribly wrong in the whale fall natural process — a whale falls into a negative energy sink. After several days, the few specialized creatures that can survive in a negative energy sink “colonize” the whale carcass and prepare for the next step in their life cycle. Within a month, an undead leviathan rises with its accompanying ecosystem and swims away, bringing death where it goes. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) [b]Undead Leviathan Baleen:[/b] ? [b]Undead Leviathan Cachalot:[/b] ? [b]Undead Leviathan Orca:[/b] ? [b]Undead Leviathan Tyrant:[/b] Undead leviathan tyrants are massive undead leviathans that have gone through their metamorphosis stage i.e. they are fully advanced undead leviathans. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) After two decades of feeding, the negative energy aura of the undead leviathan ceases working and it swims to the nearest shore and beaches itself. There it “dies” again and rots on the beach for the next two weeks. After that period of dormancy, it rises as an undead leviathan tyrant. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) Perhaps the most terrifying aspect of an undead leviathan occurs towards the end of its “life” cycle. After roaming the seas for around 20 years, the undead leviathan undergoes a metamorphosis and takes to the air before returning to the water. At the appointed time, its negative energy aura ceases working, and it swims to the nearest shore and beaches itself. Once stranded on land, all its unlife functions stop and it is again merely a whale corpse. During the next week, the leviathan spiders within the carcass seek the deepest part of the whale and form calciferous shells around themselves. Once ensconced in their protective chamber (resembling ostrich eggs in size and color), the spiders cease all activity and wait for a subtle change in pressure before reemerging. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) All the while, the beached whale carcass bloats and swells tremendously, and this pause for decomposition is vital for attracting scavenger birds to the site. Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) [b]Undead Leviathan Tyrant Baleen:[/b] ? [b]Undead Leviathan Tyrant Cachalot:[/b] ? [b]Undead Leviathan Tyrant Orca:[/b] ? [b]Undead Rat Ghoulrat:[/b] Ghoulrats are developed undead from zombirats who managed to slay and eat a man-sized opponent of average intelligence or greater. They add the flesh of the corpse to their own, transforming into a ghoulrat the next day. (Malevolent & Benign II) Zombirats seek out intelligence flesh to consume to add to their own, transforming into ghoulrats. Just a single human-sized corpse is enough to transform 10 zombirats into ghoulrats. (Malevolent & Benign II) [b]Undead Rat Skelirat:[/b] Skelirats are the animated remains of giant rats. (Malevolent & Benign II) [b]Undead Rat Wightrat:[/b] The final stage of undead rat development, wightrats live only to kill and raise their victims as zombies. (Malevolent & Benign II) If ghoulrats consume 10 man-sized opponent of average intelligence or greater they transform into the final type of undead giant rat, the wightrat. (Malevolent & Benign II) [b]Unead Rat Zombirat:[/b] Zombirats are developed undead from skelirats who managed to slay and eat some local animals. (Malevolent & Benign II) If skelirats manage to kill a large enough animal (roughly the size of a medium-sized dog or larger) they add some of the creature’s flesh to their own and transform into a zombirat the next day. (Malevolent & Benign II) [b]Undead Spirit-Type:[/b] ? [b]Undead Trio, Figure Large, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns) [b]Undead Trio, Figure Robed in Black, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns) [b]Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead:[/b] These are the undead trio, an unfortunate wizard, his bodyguard, and his flesh golem that fell victim to his own failed summoning long ago. The spell turned them into undead and deposited them in this ancient chamber where they stay as though convinced that one day they will be sent back. (The Complete Cities of Sorcery Campaigns) [b]Undead Troll Child:[/b] ? [b]Valus Son of:[/b] See Son of Valus. [B]Vampire:[/B] Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed. (OSRIC Pocket SRD) Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. (World of Arkara Gazetteer of the Known World) Level 9-14 necromancer's undeath power. (Knockspell Magazine #1) [B]Vampire, Aerdolph:[/B] Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire. (The Forgotten Temple of Baalzebul) [B]Vampire Eastern:[/B] ? [B]Vampire Shadow:[/B] ? [B]Variant Haze Horror:[/B] See Haze Horror Variant. [B]Variant Lostling:[/B] See Lostling Variant. [B]Verminated Zombie:[/B] See Zombie Verminated. [b]Vestige Monster:[/b] See Monster Vestige. [b]Virgin Ghost Tortured:[/b] See Ghost Tortured Virgin. [b]Virgin Tortured Ghost:[/b] See Ghost Tortured Virgin. [B]Voyeur Dark:[/B] See Dark Voyeur. [B]Walker Shade:[/B] See Shade Walker. [b]Walking Corpse:[/b] See Zombie, Walking Corpse. [B]Warden Skeletal:[/B] See Skeletal Warden. [B]Warrior Skeleton:[/B] See Skeleton Warrior. [b]Warrior Wraith:[/b] See Wraith Warrior. [B]Wasp Deathflyer:[/B] See Deathflyer Wasp. [b]Weggeest:[/b] Weggeest are spirits of humans killed upon a particular path or road. (Malevolent & Benign II) [b]Wendigo:[/b] Wendigo are spirits of hunger and desire. (Malevolent & Benign II) [B]Wight:[/B] A human killed by a wight becomes a wight under the control of its maker. (OSRIC Pocket SRD) Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control. (Monsters of Myth) In life he was a sadistic murderer, who skinned his victims and wore their flesh. (Advanced Adventures 12: The Barrow Mound of Gravemoor) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign) Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) [I]Animate Dead[/I] spell using grim dust. (Old School Gazette 1) Level 5 necromancer's undeath power. (Knockspell Magazine #1) [b]Wight, Otheladra, Othelladra:[/b] None of the graves have grave goods in them and the bodies are unimpressive apart from Otheladra’s herself which, due to a curse, has become a Wight. (SM12 The Trials of a Young Wizard) [B]Wight, Richard Dirkloch:[/B] At the center of the bloody revolt is Richard Dirkloch, a minor lord who first rose to prominence when he led his followers in a daring and successful nighttime assault on a sheriff’s manor. This spontaneous act of violence was a response to the execution of his beloved Mauron for ‘witchcraft and treasonous activity,’ charges which most of Dirkloch’s followers would grudgingly agree were not entirely ill-founded. Regardless, the murder of the king’s official projected Dirkloch into the spotlight and laid the foundation of an immensely popular reputation. He quickly became the focus of the rebellion. (Advanced Adventures 12: The Barrow Mound of Gravemoor) Dirkloch’s seething anger against King Oldavin has fuelled the bloody conflict, leading to excesses of violence that would cause even the most hardened campaigner to shudder. Villages were pillaged and razed to the ground, and their innocent inhabitants slaughtered out of pure pleasure. The Borders are literally awash in blood. (Advanced Adventures 12: The Barrow Mound of Gravemoor) The anger boiling like a foul brew within Richard Dirkloch’s embittered soul is darker than anyone can imagine as it literally sustains him; what few realize is that the rebel leader is dead… or, at least, undead. Dirkloch actually perished in that first attack upon the Sheriff’s stronghold, but his death was kept secret to sustain the momentum of the rebellion. He didn’t rest within his tomb for long, however. Within a few days he had risen as a wight, too stubborn to die until King Oldavin has suffered as all-consuming a loss as he had. (Advanced Adventures 12: The Barrow Mound of Gravemoor) [b]Wight Tundra-Wight:[/b] ? [b]Wightrat:[/b] See Undead Rat Wightrat. [b]Woman-Like Figure With Armor and Blade, Greater Undead:[/b] See Undead Trio, Figure Woman-Like With Armor and Blade, Greater Undead. [B]Wraith:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. (OSRIC Pocket SRD) This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant. (Advanced Adventures 12: The Barrow Mound of Gravemoor) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign) Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) Level 6 necromancer's undeath power. (Knockspell Magazine #1) [b]Wraith Warrior:[/b] Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight. (Ice Kingdoms: Lair of the White Wyvern) Warrior Wraiths inhabit the regions immediately surrounding their deaths and return to unlife on a regular basis, though the conditions of this return can be based on many different factors. Common factors include a certain time of day, a certain condition that is met (such as disturbing of their grave) or other activating incident. (Ice Kingdoms: Lair of the White Wyvern) If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers). (Ice Kingdoms: Lair of the White Wyvern) [B]Xarualac:[/B] The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on. (Teratic Tome) [B]Xerksis:[/B] See Lich, Xerksis, The Mage-King. [b]Zellula:[/b] See Mummy Hill, Zellula. [b]Ziburinis:[/b] Spirits of dead who passed away in the forest, ziburinis have the green glow of the forest upon them. (Malevolent & Benign II) Humanoids killed by ziburinis have a 10% chance to rise as a ziburinis within 24 hours. (Malevolent & Benign II) [B]Zombie:[/B] Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. (OSRIC Pocket SRD) For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). (A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)) A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey. (Advanced Adventures 12: The Barrow Mound of Gravemoor) Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. (Advanced Adventures 13: White Dragon Run) The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. (Advanced Adventures 28: Redtooth Ridge) This room contains an unholy font dedicated to Icarra, known to the Batrachians and Lizard Men as the Dark Goddess. This pool has two effects: any Batrachian baptized in the pool by a priest of the Dark Goddess gains the benefits of a Bless spell for the next 24 hours; any non-Batrachian drowned in the pool by a priest of the Dark Goddess rises as a Zombie under his control. (Death from Below: A World of Arkara adventure) The pool can only perform one of these functions and only once per day. For the past week, the Batrachian shaman in S17 has been drowning one captured Buccaneer each day and converting them into zombies. (Death from Below: A World of Arkara adventure) Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds. (Found Folio Volume One) Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller (Ice Kingdoms: The Girl With the Demon Tattoos) Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn. (Ice Kingdoms: The Girl With the Demon Tattoos) Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). (Malevolent and Benign) Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). (Malevolent and Benign) Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner. (Malevolent and Benign) Creatures that die from the Nekomata's wasting disease and lose their soul to the nekomata rise as animated corpses similar to zombies. (Malevolent & Benign II) The bite of a wightrat has a chance to cause disease, but more fearsomely it may drain an energy level if the victim fails a save against death magic. Any human drained of all life energy rises as a zombie under the control of the wightrat. (Malevolent & Benign II) Three servants of the shrine also lurk behind the curtains: zombies also animated by Illione. (The Shrine of Hecate) Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. (The Shrine of Hecate) [I]Animate Dead[/I] spell. (OSRIC Pocket SRD) [I]Animate Dead[/I] spell. (OSRIC 0.02) [I]Animate Dead[/I] spell. (OSRIC 1.00) [I]Animate Dead[/I] spell. (OSRIC Player's Reference) Mournwood Necromantic Strike curse. (Ice Kingdoms: Into the Mournwood) Necromancer Animate Dead power. (Knockspell Magazine #1) Necromancer Army of the Dead power. (Knockspell Magazine #1) [b]Zombie, Walking Corpse:[/b] ? [B]Zombie Animal:[/B] ? (OSRIC Monster Listing) [b]Zombie Animated Freshly:[/b] See Zombie Fresh, Freshly Animated Zombie. [B]Zombie Duplicate:[/B] ? [b]Zombie Fresh:[/b] ? [b]Zombie Fresh, Freshly Animated Zombie:[/b] ? [b]Zombie Freshly Animated:[/b] See Zombie Fresh, Freshly Animated Zombie. [b]Zombie Fungal:[/b] The more powerful initial variant, the fungal zombie, is created once a person dies from the creeping peril. (Malevolent & Benign II) Anyone killed by a fungal skeleton will rise as a fungal zombie in 1-4 days. (Malevolent & Benign II) [b]Zombie Hound:[/b] Zombie hounds are the risen corpses of large canines, such as war dogs, wolves, or mastiffs. (Malevolent & Benign II) [B]Zombie Juju:[/B] Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. (OSRIC Pocket SRD) Necromancer Improved Animate Dead power. (Knockspell Magazine #1) [B]Zombie Minotaur:[/B] ? [B]Zombie Monster:[/B] Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. (OSRIC Pocket SRD) [b]Zombie Mournwood:[/b] Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets. (Ice Kingdoms: Into the Mournwood) In the middle of the night, the dead bodies turn into zombies and attack the middle of the camp. (Ice Kingdoms: Into the Mournwood) There are 15 corpses in the pile. There is no evidence of what caused their deaths. If the characters come to search the corpses, the dead rise as zombies and attack. (Ice Kingdoms: Into the Mournwood) [b]Zombie Science Fiction:[/b] Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? (Mini Bestiary) ● Does being killed by a zombie make you a zombie? (Mini Bestiary) ● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? (Mini Bestiary) ● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? (Mini Bestiary) ● If caused by a virus or microbe, is there a cure or inoculation? (Mini Bestiary) ● Is the nature of the substance that makes a zombie able to spread throughout the ship? (Mini Bestiary) [B]Zombie Verminated:[/B] Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague. (Teratic Tome) Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse. (Teratic Tome) [b]Zombirat:[/b] See Unead Rat Zombirat. [B]Zuul-Koar, The Forgotten:[/B] ? [/spoiler] OSRIC Books[spoiler] [URL='http://www.drivethrurpg.com/product/111392/OSRIC-Pocket-SRD-PDF?affiliate_id=17596']OSRIC Pocket SRD[/URL][spoiler] [B]Undead:[/B] A player character drained below level 1 is slain (and may rise as some kind of undead creature). [B]Banshee, Groaning Spirit:[/B] The legendary banshee is the ghost of an evil elven female. [B]Coffer Corpse:[/B] They are the bodies of the dead who are left behind, never given a proper burial, their souls never finding rest. [B]Ghast:[/B] Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [B]Ghost:[/B] Ghosts are the spiritual remains of extremely evil humans who have been denied the ordinarily inexorable movement of their souls to the outer planes of existence after discarding their mortal shell. This sundering of their metaphysical essence creates a foul thing, roaming dark and desolate places, existing in both the æthereal plane and the prime material, seeking to slake a thirst that can never be sated. [B]Ghoul:[/B] Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. [B]Ghoul, Lacedon:[/B] ? [B]Lich:[/B] Liches are the remains of powerful wizard-priests who, through fell magics and sinister grimoires, have cheated death and live on beyond the grave in a decaying shell that still revels in awesome magical energies. Unholy magics and an unwavering devotion are not the only things keeping them on the prime material plane. Their souls are already traded to dark gods, but a spark of their essence remains that must be encased in a talisman of sorts. This trinket is a requirement of their Unlife, but no scholar knows how or why this is. [B]Mummy:[/B] ? [B]Poltergeist:[/B] Poltergeists are non-corporeal and invisible spirits of humans who have died a tragic death or were murdered in cold blood. So far as is known, all poltergeists were formerly human or at least half-human. [B]Shadow:[/B] Shadows flitter about old ruins and dusty dungeons, seeking the living. Their ties to the negative material plane cause living things they hit in melee to lose a point of Str, Dex or Con. The attribute drained is random; but once determined further attacks by the same pack of shadows drain the same attribute until that statistic reaches zero—at which point the victim becomes a shadow under the control of the creature that drained the last point. Shadows and ghasts are often created from kullule by their demonic masters. The success or failure of this is largely dependent on how evil they were as living souls. [B]Skeleton:[/B] These things are the result of an evil (or neutral at best) magic user or cleric wielding magics that animate the fleshless remains of humans, demi-humans, and various humanoids. Some sages speak, though, of the mere proximity to great Evil can animate the dead, resulting in armies of these horrors springing to Unlife in forgotten catacombs and foul dungeons. [I]Animate Dead[/I] spell. [B]Spectre:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [B]Vampire:[/B] Vampires create others of their kind by draining humans or humanoids of all life energy. The victim must be buried. After 1 day he or she will arise as a vampire. The victim will retain class abilities he or she had in life but will become a chaotic evil undead being. The new vampire is a slave to the vampire that created him or her, but becomes free willed if the master is killed. [B]Vampire Eastern:[/B] ? [B]Wight:[/B] A human killed by a wight becomes a wight under the control of its maker. [B]Wraith:[/B] Certain lemures (5%) are chosen by archdevils to form wraiths, spectres, and other æthereal undead. [B]Zombie:[/B] Zombies are the risen corpses of the dead. In many cases they have been animated by a powerful spell caster, though sometimes zombies rise from other supernatural influences. [I]Animate Dead[/I] spell. [B]Zombie Monster:[/B] Monster zombies are the animated corpses of larger humanoid monsters such as bugbears, ettins or ogres. [B]Zombie Juju:[/B] Juju zombies are undead specially created by evil magic users practising a little-known and universally-banned magic known as necromancy. This unholy process involves draining all the life force from the unfortunate victim, who can be a human, demi-human, or humanoid. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: Magic user 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] OSRIC 0.02[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the dead bones or bodies of dead humans to rise and become lesser undead, skeletons or zombies. The undead will obey their creator’s commands, following him, guarding a location he designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment, and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] OSRIC 1.00[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. Animate Dead Clerical Necromancy Level: Cleric 3 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 1 round Saving Throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator's commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell's effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. Animate Dead Arcane Necromancy Level: Magic user 5 Range: 10 ft Duration: Permanent Area of Effect: See below Components: V,S,M Casting Time: 5 rounds Saving Throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] [URL='http://www.lulu.com/us/en/shop/the-first-edition-society/monsters-of-myth/ebook/product-17452854.html']Monsters of Myth[/URL][spoiler] [B]Barrow Corpse:[/B] ? [B]Crawling Corpse:[/B] Crawling corpses are created (usually unintentionally) when animate dead is cast upon skeletons or corpses with damaged legs, or when normally created undead are damaged after being animated. [B]Deceived of Set:[/B] The Deceived of Set were once priests of Set. Greedy and sadistic, they were misled by their superiors into thinking that they would be granted great status in the afterlife by performing a series of hideous rituals upon themselves. However, these rituals instead cursed them, condemning them to an eternity of torment and madness. [B]Ghoul Monkey:[/B] Whatever foul magic is used to animate and control simian undead in this form is not widely known, but these loathsome creatures are found from time to time in the service of witch doctors or other evil spellcasters. More commonly, however, they are created without human agency, in places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning and hungry for living flesh. [B]Ishabti:[/B] Ishabti are undead warriors embalmed and preserved with many of the same techniques used in mummification. They are not ordinarily wrapped in grave bandages as mummies are, but do show the effects of magical embalming. [B]Rimmeserker:[/B] Rimmeserkers are the undead remnants of berserkers who died by freezing to death instead of falling in honorable battle. While alive, these battle-mad killers sought entry into a warrior’s heaven (Valhalla, for those following the Norse gods), but by failing to die in battle they have consigned themselves to a lesser status in the afterlife. It is said that their very rage keeps them tied to the material plane, refusing to move on to an afterlife they will not accept. [B]Shade Walker:[/B] On very rare occasions, the tortured soul of an evil person manages to escape somehow from the nether planes, fleeing into the prime material plane by unknown means. These escaped souls become shade walkers. [B]Skeleton Altered:[/B] An altered skeleton is the undead skeleton of a large animal, its bones rearranged to suit the purposes of the necromancer who animated it. The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Altered Equine:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Altered Tauran:[/B] The creation of an altered skeleton requires the use of a special manual for the reconstruction and alteration of animal skeletons prior to animation. Most such tomes contain instructions for both the tauran and equine forms of altered skeletons, and some are reputed to contain formulae for other types beyond these two. [B]Skeleton Slime:[/B] Slime skeletons are odd undead creatures resulting from a skeleton’s long-term immersion in living slimes, jellies, or oozes. What process prevents the digestion of a victim’s bones is not known, but seems to be related to unholy influences in the area where the victim fell prey to the slime. Eventually, the rubbery horror rises from its place of death and walks the earth again, dripping (harmless) drops of slime from its bones. [B]Sleeper:[/B] They are created when a powerful chaotic evil cleric, and his congregation (of at least 13), purposefully commit suicide in the hopes of returning as a single, undead entity. When successful (which is very rare), such an entity is composed of not only the souls of the cleric and his congregation, but also the souls of any who are killed by the evil entity. [B]Zuul-Koar, The Forgotten:[/B] ? [B]Ktthjj:[/B] Sages say they are “made of dreams, decay and old magic” and they are creatures of strong chaos. These creatures appear in several of Steve Marsh’s various worlds. Some are associated with the Starstrands, some with the World Tree, and some are touched by the runes of Undeath and Dream. Some seem to breed with creatures called Stoorwyrms, or other greater chaos creatures to procreate; others are formed from men. [B]Shadow Vampire:[/B] ? [B]Fell Troll:[/B] ? [B]Wight:[/B] Any person drained of all life energy by a Zuul-Koar rises within 1d6 turns as a wight under the Zuul-Koar’s control.[/spoiler] [URL=https://www.drivethrurpg.com/product/288231/A-Magical-Society-Aggressive-Ecology-The-Undead-Leviathan-OSRIC?affiliate_id=17596]A Magical Society Aggressive Ecology: The Undead Leviathan (OSRIC)[/URL][spoiler] [b]Undead Leviathan:[/b] Undead leviathans are whale corpses reanimated through negative energy sinks at the ocean’s floor. A whale fall is an unusual event in and of itself, but occasionally these massive bounties of detrital material land in places that simply cannot sustain natural life of any sort: a negative energy sink. These strange negative energies infuse a whale carcass with unholy power, giving it unlife, mobility, and malevolence — creating an undead leviathan. Occasionally, something goes terribly wrong in the whale fall natural process — a whale falls into a negative energy sink. After several days, the few specialized creatures that can survive in a negative energy sink “colonize” the whale carcass and prepare for the next step in their life cycle. Within a month, an undead leviathan rises with its accompanying ecosystem and swims away, bringing death where it goes. [b]Baleen Undead Leviathan:[/b] ? [b]Cachalot Undead Leviathan:[/b] ? [b]Orca Undead Leviathan:[/b] ? [b]Undead Leviathan Tyrant:[/b] Undead leviathan tyrants are massive undead leviathans that have gone through their metamorphosis stage i.e. they are fully advanced undead leviathans. After two decades of feeding, the negative energy aura of the undead leviathan ceases working and it swims to the nearest shore and beaches itself. There it “dies” again and rots on the beach for the next two weeks. After that period of dormancy, it rises as an undead leviathan tyrant. Perhaps the most terrifying aspect of an undead leviathan occurs towards the end of its “life” cycle. After roaming the seas for around 20 years, the undead leviathan undergoes a metamorphosis and takes to the air before returning to the water. At the appointed time, its negative energy aura ceases working, and it swims to the nearest shore and beaches itself. Once stranded on land, all its unlife functions stop and it is again merely a whale corpse. During the next week, the leviathan spiders within the carcass seek the deepest part of the whale and form calciferous shells around themselves. Once ensconced in their protective chamber (resembling ostrich eggs in size and color), the spiders cease all activity and wait for a subtle change in pressure before reemerging. All the while, the beached whale carcass bloats and swells tremendously, and this pause for decomposition is vital for attracting scavenger birds to the site. Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. [b]Baleen Undead Leviathan Tyrant:[/b] ? [b]Cachalot Undead Leviathan Tyrant:[/b] ? [b]Orca Undead Leviathan Tyrant:[/b] ? [b]Skeletal Scavenger:[/b] Formed from combined carcasses of birds killed by the undead leviathan’s negative energy aura, skeletal scavengers are man-sized avian skeletons that magically fly as if they still possessed wings. Roughly two weeks after landing, the undead leviathan returns to unlife with an even more deadly negative energy aura. Any scavenger birds killed in this burst of negative energy form the latest creature compliment to the ecology: the skeletal scavengers. The instant after death, their avian flesh begins to melt away, leaving only bony bird skeletons behind. Skeletal scavengers are only created by an undead leviathan tyrant. [b]Zombie:[/b] For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). [b]Undead:[/b] For instance, if you’re in a particularly rat bastard mood and willing to really challenge your PCs, you could have the undead leviathan’s aura spawn undead. This would mean that any creature killed in the aura would rise as an undead (you’ll have to decide in what time frame—a day or two would be rough, but instantaneously would be terrifying). [b]Mummy:[/b] ? [b]Wraith:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/86397/A1-Lair-of-the-Goblin-King?affiliate_id=17596]A1 Lair of the Goblin King[/URL][spoiler] [b]Skeleton:[/b] ? [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/86143/A2-Lost-Treasure-of-Actzimotal?affiliate_id=17596]A2 Lost Treasure of Actzimotal[/URL][spoiler] [b]Stone Guardian Skeleton:[/b] ? [b]Mummy High Priest:[/b] This is in fact the high priest. Or it once was. He had himself mummified so he could serve the emperor eternally. [b]Kalikaltulizma:[/b] ? [b]Zombie:[/b] ? [b]Ghoul:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/87613/A4-Rise-of-the-Bloodwolf?affiliate_id=17596]A4 Rise of the Bloodwolf[/URL][spoiler] [b]Undead:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/13709/Advanced-Adventures-1-The-PodCaverns-of-the-Sinister-Shroom?affiliate_id=17596']Advanced Adventures 1: The Pod-Caverns of the Sinister Shroom[/URL][spoiler] [B]Ghast:[/B] ? [B]Ghoul:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/15835/Advanced-Adventures-2-The-Red-Mausoleum?affiliate_id=17596']Advanced Adventures 2: The Red Mausoleum[/URL][spoiler] [B]Harbinger:[/B] If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The re-animated body becomes a harbinger and serves at the direction of some powerful force for evil. [B]Ghast:[/B] ? [B]Shadow:[/B] ? [B]Wraith:[/B] ? [B]Crypt Thing:[/B] ? [B]Crypt Thing Aberration:[/B] ? [B]Skeleton Warrior:[/B] ? [B]Ghost:[/B] ? [B]Apparition:[/B] Tzen-Wahr, the high priest of the Mausoleum’s temple, is interred here and he has become an Apparition. [B]Banshee:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Wight:[/B] ? [B]Mummy:[/B] ? [B]Lich, Gaheris Lord of the Red Mausoleum:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/55328/Advanced-Adventures-3-The-Curse-of-the-Witch-Head?affiliate_id=17596']Advanced Adventures 3: The Curse of the Witch Head[/URL][spoiler] [B]Spectre:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/56872/Advanced-Adventures-6-The-Chasm-of-the-Damned?affiliate_id=17596']Advanced Adventures 6: The Chasm of the Damned[/URL][spoiler] [B]Wraith:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/60149/Advanced-Adventures-8-The-Seven-Shrines-of-NavkQar?affiliate_id=17596']Advanced Adventures 8: The Seven Shrines of Nav'k-Qar[/URL][spoiler] [B]Ghoul Drider:[/B] They are the reanimated remains of driders who were once trapped here and driven to suicide. [B]Spectre:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/62412/Advanced-Adventures-10-The-Lost-Keys-of-Solitude?affiliate_id=17596']Advanced Adventures 10: The Lost Keys of Solitude[/URL][spoiler] [B]Avatar of Famine:[/B] Formed through a horrible ritual where at least 500 hundred sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. The avatar of famine is the will of the god of famine made permanent. [B]Bone Sovereign:[/B] Usually encountered near the ancient tombs and other fell places that spawned them, these undead creatures are driven by the need to assimilate other skeletal monsters into their own bodies, feeding off the animating enchantments that bind such creatures in undeath. Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. [B]Flesh Sovereign:[/B] ? [B]Skeleton:[/B] Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. [B]Apparition:[/B] This living quarter is haunted by the spirit of a slain Keeper who returned as an apparition. [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Shadow:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/78427/Advanced-Adventures-12-The-Barrow-Mound-of-Gravemoor?affiliate_id=17596']Advanced Adventures 12: The Barrow Mound of Gravemoor[/URL][spoiler] [B]Zombie:[/B] A group of reavers killed during a raid wander eternally through the bog as zombies. Their willpower was strong enough to return them from the battlefield upon which they perished, but they can never complete the journey. [B]Wight:[/B] In life he was a sadistic murderer, who skinned his victims and wore their flesh. [B]Wraith:[/B] This wraith is a vengeful spirit, a victim of a murderous outlaw, who mistakes any human for his assailant. [B]Richard Dirkloch, Wight:[/B] At the center of the bloody revolt is Richard Dirkloch, a minor lord who first rose to prominence when he led his followers in a daring and successful nighttime assault on a sheriff’s manor. This spontaneous act of violence was a response to the execution of his beloved Mauron for ‘witchcraft and treasonous activity,’ charges which most of Dirkloch’s followers would grudgingly agree were not entirely ill-founded. Regardless, the murder of the king’s official projected Dirkloch into the spotlight and laid the foundation of an immensely popular reputation. He quickly became the focus of the rebellion. Dirkloch’s seething anger against King Oldavin has fuelled the bloody conflict, leading to excesses of violence that would cause even the most hardened campaigner to shudder. Villages were pillaged and razed to the ground, and their innocent inhabitants slaughtered out of pure pleasure. The Borders are literally awash in blood. The anger boiling like a foul brew within Richard Dirkloch’s embittered soul is darker than anyone can imagine as it literally sustains him; what few realize is that the rebel leader is dead… or, at least, undead. Dirkloch actually perished in that first attack upon the Sheriff’s stronghold, but his death was kept secret to sustain the momentum of the rebellion. He didn’t rest within his tomb for long, however. Within a few days he had risen as a wight, too stubborn to die until King Oldavin has suffered as all-consuming a loss as he had. [B]Shadow:[/B] The tortured remains of the murdered monks. [B]Crawling Hand:[/B] ? [/spoiler] [URL='http://www.drivethrurpg.com/product/79564/Advanced-Adventures-13-White-Dragon-Run?affiliate_id=17596']Advanced Adventures 13: White Dragon Run[/URL][spoiler] [B]Zombie:[/B] Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead. [B]Wight:[/B] ? [B]Ghast:[/B] An especially evil fighter was abandoned here when the outpost was sacked. He died and became a ghast. [B]Shadow:[/B] ? [B]Ghoul:[/B] ? [B]Skeleton:[/B] ? [B]Poltergeist:[/B] ? [B]Coffer Corpse:[/B] Not everyone abandoned this temple to evil; many worshipers and two lower priests stayed behind and were ultimately destroyed only to rise as undead.[/spoiler] [URL='http://www.drivethrurpg.com/product/83074/Advanced-Adventures-15-Stonesky-Delve?affiliate_id=17596']Advanced Adventures 15: Stonesky Delve[/URL][spoiler] [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers.[/spoiler] [URL='http://www.drivethrurpg.com/product/93194/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=17596']Advanced Adventures 20: The Riddle of Anadi[/URL][spoiler] [B]Groaning Spirit:[/B] ? [B]Shadow:[/B] ? [B]Wraith:[/B] ? [B]Spectral Troll:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/94663/Advanced-Adventures-21-The-Obsidian-Sands-of-Syncrates?affiliate_id=17596']Advanced Adventures 21: The Obsidian Sands of Syncrates[/URL][spoiler] [B]Duplicate Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Zombie:[/B] ? [B]Ghoul:[/B] ? [B]Wight:[/B] ? [B]Crypt Thing Aberrant:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/100773/Advanced-Adventures-23-Down-the-Shadowvein?affiliate_id=17596']Advanced Adventures 23: Down the Shadowvein[/URL][spoiler] [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Coffer Corpse:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/101407/Advanced-Adventures-24-The-Mouth-of-the-Shadowvein?affiliate_id=17596']Advanced Adventures 24: The Mouth of the Shadowvein[/URL][spoiler] [B]Lich Magic-User 20, Tyrhanidies:[/B] ? [B]Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghoul:[/B] ? [B]Wraith:[/B] ? [B]Juju Zombie:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/110683/Advanced-Adventures-26-The-Witch-Mounds?affiliate_id=17596']Advanced Adventures 26: The Witch Mounds[/URL][spoiler] [B]Haugbui:[/B] These are undead Maerling warriors, servants of Sorana who were so evil in life that they attracted the interest of the goddess. [B]Haugbui, Draugir the Master of Battle:[/B] ? [B]Haugbui, Jormungandr:[/B] ? [B]Minotaur Zombie:[/B] ? [B]Skeleton:[/B] ? [B]Ghast:[/B] ? [B]Specter:[/B] ? [B]Vampire:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/113206/Advanced-Adventures-28-Redtooth-Ridge?affiliate_id=17596']Advanced Adventures 28: Redtooth Ridge[/URL][spoiler] [B]Ghoul:[/B] ? [B]Mrs. Cornelia Metella, Haunt:[/B] This was the favorite room of a Mrs. Cornelia Metella, whose prim and proper spirit still resides within the room as a haunt. The haunt desires to punish the lazy servants who ruined her best dress. [B]Zombie:[/B] The former servants of the Ivory House. These servants were left behind to perish of thirst by their masters. The three weakest zombies are child zombies. [/spoiler] [URL=https://www.drivethrurpg.com/product/88367/B1-Journey-to-Hell?affiliate_id=17596]B1 Journey to Hell[/URL][spoiler] [b]Ghost:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/117374/Cloud-World-of-Arme?affiliate_id=17596']Cloud World of Arme[/URL][spoiler] [B]Skeleton:[/B] ? [B]Zombie:[/B] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/65622/Death-from-Below-A-World-of-Arkara-adventure?affiliate_id=17596]Death from Below: A World of Arkara adventure[/URL][spoiler] [b]Skeleton:[/b] ? [b]Zombie:[/b] This room contains an unholy font dedicated to Icarra, known to the Batrachians and Lizard Men as the Dark Goddess. This pool has two effects: any Batrachian baptized in the pool by a priest of the Dark Goddess gains the benefits of a Bless spell for the next 24 hours; any non-Batrachian drowned in the pool by a priest of the Dark Goddess rises as a Zombie under his control. The pool can only perform one of these functions and only once per day. For the past week, the Batrachian shaman in S17 has been drowning one captured Buccaneer each day and converting them into zombies.[/spoiler] [URL=https://www.drivethrurpg.com/product/148208/Double-Feature-Charity-Module-Erik-Jensens-Bonespur-Glacier-and-Jason-Paul-McCartans-The-Tomb-of-Bashyr-PWYW?affiliate_id=17596]Double Feature Charity Module: Erik Jensen's Bonespur Glacier and Jason Paul McCartan's The Tomb of Bashyr PWYW[/URL][spoiler] [b]Tundra-Wight:[/b] ? [b]Lost Princess, Ghost:[/b] Whether she was locked away here as punishment or to circumvent some sort of curse may never be known, but the lost princess is long-dead, existing now only as a ghostly little girl.[/spoiler] [URL='http://www.drivethrurpg.com/product/222673/Found-Folio-Volume-One?affiliate_id=17596']Found Folio Volume One[/URL][spoiler] [B]Beheaded:[/B] A beheaded is a severed head or skull animated as a mindless undead sentinel that silently floats at eye level as it lies in wait for living prey or is sent out into the lands of the living to terrorize everyone it finds. A spellcaster can create a beheaded with animate dead. Each beheaded created requires two onyx gems worth 100 gp and the casting of one fly spell. Beheaded can be created with additional abilities from the list below, using the spell indicated. [B]Beheaded Belching:[/B] The beheaded can make a ranged attack with a maximum range of 30 feet that deals 1d6 points of energy damage (acid, cold, electricity, or fire, chosen at the time of creation by the use of acid arrow, cone of cold, lightning bolt, or fireball). [B]Beheaded Flaming:[/B] The beheaded gains immunity to fire. Its slam attack also deals 1d4 points of fire damage and might catch the target on fire. Fire Shield must be cast when the beheaded is created. [B]Beheaded Screaming:[/B] This type of beheaded can scream out once every 1d4 rounds. Every creature within 30 feet must succeed at a save or suffer from the effects of a Fear spell. Whether or not the save is successful, any creature in the area can't be affected by that beheaded's scream for the next 24 hours. Fear must be cast when the beheaded is created. [B]Ecorche:[/B] Created to be bodyguards and spies by necromancers and liches and other powerful undead, ecorche appear to be a very large, incredibly muscular human without skin. This musculature has been overdeveloped by infusions of necromantic toxins and grafts of reanimated sinew. [B]Gholdako:[/B] A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago. [B]Grave Ape:[/B] Their origin is unknown, but many sages have speculated that they are the spirits of exceptionally brutal killers, while others say they are to ogres, what ghouls are to humans. [B]Ghoul:[/B] ? [B]Gravebound:[/B] Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies. [B]Graveknight:[/B] Graveknights are yet another fighter version of lich, notable warriors (of at least 9th level) who have returned from their grave by storing their life essence in their armor. [B]Lich:[/B] ? [B]Mohrg:[/B] Mohrgs were formerly mass murderers in life, given new unlife as an undead monstrosity resembling a skeleton with intestines and really long tongue. [B]Zombie:[/B] Anyone killed by a mohrg becomes a zombie under its control in 2-8 rounds. [B]Necrocraft:[/B] A necrocraft is a medley of undead body parts and corpses grafted together with dark magic to create a single animated undead creature with abilities based on its component pieces and the surgical and necromantic talents of its creator. The details of the ritual to create a necrocraft vary greatly, and depend on the particular undead parts used and the intended size of the resulting creature. [B]Necrocraft Standard:[/B] Necrocraft require five corpses to create and can be built with extra arms (providing additional attacks), improved armor (either extra bones improving AC by 2, or metal plates improving by 5), and by replacing forearms with metal blades (either short or broadswords). [B]Necrocraft Large:[/B] They require 10 corpses to create. [B]Necrocraft Giant:[/B] They require twenty-five corpses to create. [B]Riddlemaster:[/B] Riddlemasters are lich like beings, the undead forms of great sages and game show hosts. [B]Skeleton Gem-Eyed:[/B] First created by the legendary lich, Tamov the Moldy, a gem-eye skeleton is a form of skeleton that has magically enchanted gems for eyes. The creator casts a spell into a 500 gp gem (1st level spells) or 1,000 gp gem (2nd level spells) during creation using animate dead. These spells are cast as if by a 9th level magic-user. The type of gem corresponds to the spell. For instance, a garnet for burning hands, moonstone for sleep. [B]Tamov the Moldy, Lich:[/B] ? [B]Spider Deathweb:[/B] Deathweb spiders are the exoskeletons of death giant spiders (of S, M, or L sizes) animated by the binding of thousands of living spiders into said exoskeleton, moving it about like a puppet. [B]Wasp Deathflyer:[/B] Deathflyer wasps are similar to deathweb spiders, exoskeletons of dead giant insects (in this case a wasp) reanimating by infusing it with a horde of thousands of living wasps. [/spoiler] [URL=https://www.drivethrurpg.com/product/125564/Howler-LL?affiliate_id=17596]Howler[/URL][spoiler] [b]Ancient Skeleton:[/b] ? [b]Zellula, Hill Mummy:[/b] ? [b]Ruella, Hill Mummy:[/b] ? [b]Allor, Hill Mummy:[/b] ? [b]Hill Mummy:[/b] Hill mummies are created by rural cults of various ancient deities in areas that lack the wealth and power necessary to create genuine mummies. These mummies can be worshiped and idolized or they can be used as guardians. If properly raised with the correct rites and rituals they maintain their original alignment and ability scores and can be consulted for wisdom or help. When raised in this manner they will only remain animated for 1 day per cleric level of the high priest or priestess that did the raising. After that point they return to their sarcophagus and slumber for at least one year before they can be raised again. If raised improperly by having their coffins unsealed or their true names recited aloud, they will rise as monstrous creatures bent on destroying everything around them, an unfortunate side-effect of the quality of magic used to create them.[/spoiler] [URL=https://www.drivethrurpg.com/product/206205/Ice-Kingdoms-Into-the-Mournwood?affiliate_id=17596]Ice Kingdoms: Into the Mournwood[/URL][spoiler] [b]Ghost:[/b] These are the incorporeal ghosts of the bodies on the ground. They too lost their children and came into the woods to rescue them from the hags. Upon finding the hag responsible they discovered their children had been turned into bear cubs and consumed by the wood witch. One child was saved by having the bear cloak ripped from her hide, the child then ran into the woods. Before they could escape with the child the hag attacked and killed them and then cursed them to forever dwell in the cursed forest. [b]Zombie Mournwood:[/b] Mournwood Zombies are mindless animated corpses controlled by the vile curse of the forest. As the magic that animates them does not prevent their decay, Mournwood Zombies are often bloated, rotting, or desiccated, depending on their surrounding environment. Mournwood Zombies vary in size depending on the kind of corpses they are animated from, however, they all have the same basic characteristic of vines and roots growing through their bodies, as if the very forest were using the dead bodies as puppets. In the middle of the night, the dead bodies turn into zombies and attack the middle of the camp. There are 15 corpses in the pile. There is no evidence of what caused their deaths. If the characters come to search the corpses, the dead rise as zombies and attack. [b]Zombie:[/b] Mournwood Necromantic Strike curse. Necromantic Strike curse No matter what the character does short of turning dead bodies to ash; anything that the character kills rises in the middle of the night and attack as zombies. Theses undead creatures follow the character that killed them and eventually catch up to the character. In the Mournwood the sun is blocked by the huge forest cover and the zombies never rest during the day.[/spoiler] [URL=https://www.drivethrurpg.com/product/203919/Ice-Kingdoms-Lair-of-the-White-Wyvern?affiliate_id=17596]Ice Kingdoms: Lair of the White Wyvern[/URL][spoiler] [b]Skeleton Ogre:[/b] Skeleton ogres are the reanimated skeletal remains of ogres, reinforced with negative energy. A Skeleton ogre is an animated undead ogre comprised of bones. If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers). [b]Wraith Warrior:[/b] Warrior Wraiths are a type of undead created from warriors killed in battle, and kept from the dissolution of death by their desire to fight. Warrior Wraiths inhabit the regions immediately surrounding their deaths and return to unlife on a regular basis, though the conditions of this return can be based on many different factors. Common factors include a certain time of day, a certain condition that is met (such as disturbing of their grave) or other activating incident. If there are more characters of good alignment than evil, the evil contained in the room will raise a Wraith warrior and two large skeletons (the former orc champion and his two ogre followers).[/spoiler] [URL=https://www.drivethrurpg.com/product/216595/Ice-Kingdoms-The-Girl-With-the-Demon-Tattoos?affiliate_id=17596]Ice Kingdoms: The Girl With the Demon Tattoos[/URL][spoiler] [b]Skeleton:[/b] Skeletons are the bones of humanoid creatures, animated by energy from the Negative Energy Plane. They bear no flesh, musculature, or ligaments and are held together through magical force. Skeletons vary in size, depending on the race of humanoid that the bones came from. [b]Zombie:[/b] Zombies are mindless animated corpses. The animate dead spell opens a connection to the Negative Energy Plane that provides these fleshy corpses with the ability to move and follow simple commands given by their controller. Zombies vary in size depending on the kind of corpses they are animated from. They do not spawn.[/spoiler] [URL='http://www.drivethrurpg.com/product/62837/Malevolent-and-Benign?affiliate_id=17596']Malevolent and Benign[/URL][spoiler] [B]Autmnal Mourner:[/B] As the lingering spirits of the neglected dead, autumnal mourners appear during the gray mists of autumn. Deprived of a proper funeral, burial, or even commemoration, they now mourn the summer’s annual passing and the subsequent death of the trees’ falling leaves. [B]Avatar of Famine:[/B] Avatars of famine are formed through a horrible ritual where at least 500 sentient creatures are sacrificed via starvation. The last creature to die is transformed into the avatar. An avatar of famine is the will of the god of famine made permanent. [B]Bone Sovereign:[/B] Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity. [B]Flesh Sovereign:[/B] ? [B]Cadaver:[/B] Cadavers are the undead remains of people who have been buried alive or given an improper burial (an unmarked or mass grave, for example). [B]Dark Voyeur:[/B] Dark voyeurs are incorporeal undead that live and travel in mirrors. A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror. This “home” mirror commonly reflected the death of the voyeur’s living form and trapped part of the departing soul within its glass. [B]Foul Spawner:[/B] Foul spawners are obese masses of undead flesh that result from a truly evil hill giant returning from the grave. [B]Gray Lady:[/B] Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. Pining away on shore for the sight of a lost husband or son, and ultimately dying of a broken heart, some women return to haunt the coast as gray ladies. [B]Harbinger:[/B] If a paladin dies in a state of disgrace without having atoned, there is a 1% chance the abyssal powers will claim his body as well as his soul. The reanimated body becomes a harbinger and serves at the direction of some powerful force for evil. [B]Haze Horror:[/B] Heat and humidity often manifest as a visible haze, and many people have survived the dangers of a hostile environment only to succumb to heat exhaustion. A haze horror is that fate manifested. It is a malevolent spirit that strongly resembles normal haze until it comes across a living creature. Then, as it lashes out in its hatred for the living, visages of a life long-forgotten surface and become visible in a misty, human-sized outline. The forms are rotted and decayed corpses, usually in the semblance of the person the haze horror used to be or those close to him. A haze horror typically lingers in the area of its death. Its presence causes the temperature in the vicinity to be unnaturally warm. It is as if the heat that killed it originally is being forever re-released into the world. [B]Haze Horror Variant:[/B] ? [B]Hearth Horror:[/B] A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. [B]Heartless:[/B] Natives of gehenna, heartless are the animated remains of planar travelers that died in that foul realm, left behind by their comrades. [B]Hellscorn:[/B] Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. [B]Lostling:[/B] Lostlings are the pitiful souls of lost individuals who died in the wilderness from exposure. [B]Lostling Variant:[/B] ? [B]Neverlasting:[/B] The great elves of old were longer-lived, but even they were still mortal. A proud few could not bear the end and chose the path of unlife, never truly living, yet never dying - these are the neverlasting. Through an evil ritual, the flesh is flayed from their heads, their clan banners animate and turn to shadow, their swords gain a powerful enchantment, and their skin becomes as tough as the strongest iron. [B]Sabulous Husk:[/B] Walking corpses filled with sand, sabulous husks are the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence and are animated through the will of the desert itself, being mere containers for the scourging sand within. [B]Shadow Lord:[/B] ? [B]Skeleton Black:[/B] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil, and, within days after their deaths, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [B]Slavering Mouther:[/B] Slavering mouthers are thought to be undead gibbering mouthers, brought back from the dead by dark powers. [B]Skeleton:[/B] Instead of attacking, a bone sovereign can create any number of skeletal monsters from its body in one round. Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). In addition to the undead it accumulates with its subjugate undead ability, a deadwood may animate the circle of bones that surrounds it. Every round, it may cause 1-6 skeletons to assemble themselves, moving to attack any opponents of the tree in the next round. [B]Zombie:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). Those pushed into the abdominal cavity of a foul spawner suffer 1-10 hit points of damage per round. In addition to this gut-grinding damage, a paralytic poison is excreted within the cavity, and any living creature must make a save against poison or become paralyzed for one turn. Any creature killed in this manner rises as a zombie within the hour under the control of the foul spawner. [B]Ghoul:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). Any human that consumes more than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in this manner by ghoulfruit. [B]Ghast:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Wight:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Wraith:[/B] Every deadwood projects a zone of foul influence to a radius of 150 feet for every HD of the tree. Thusly, an 18-HD deadwood has a foul influence to 900 yards, a 27-HD deadwood to 1,350 yards, and the mighty 36-HD deadwood has a foul influence out to 1,800 yards (just over 1 mile radius). Any human, giant, or humanoid corpse within this range that remains in contact with the ground for 1 full turn is animated into a zombie or skeleton. Corpses of humanoids with 2-3 HD are turned into ghouls, while those with 4 or more HD are instead turned into ghasts (50%), wights (35%), or wraiths (15%). [B]Undead:[/B] Few mortal creatures have ever attempted to eat an entire deadwood fruit, and none who has is known to have survived. Tales of what might happen to those who “live” through such an attempt vary — some believe they would gain permanent command over the dead, and others that they would be transformed into strange, powerful, and unique undead themselves. [B]Shadow:[/B] Good-aligned creatures hit by a black skeleton (either by a weapon or natural attack) must succeed on a save vs. spells or take 1-3 points of temporary strength loss. A victim heals 1 point of strength per turn. If a creature is drained of all its strength and reaches strength 0, it dies and returns as a shadow during the middle of the night of the next full moon.[/spoiler] [URL=https://www.drivethrurpg.com/product/239685/Malevolent--Benign-II?affiliate_id=17596]Malevolent & Benign II[/URL][spoiler] [b]Autumnal Rider:[/b] ? [b]Banfaet:[/b] It is not only magic users and clerics that seek immortality via magic: illusionists and even some druids do as well. Those who follow this road become banfaets instead of liches, and unlike liches which share a singular form regardless their background, banfaets come in two forms. The first is the path of the illusionist. These banfaets replace their body with a mix of phantasm, illusion, and shadow-stuff, and encase their soul into a single giant black pearl worth at least 5,000 gp which acts as their phylactery. They are illusionists of at least 14th-level and their touch drains 1 point of strength in addition to normal damage. A druidic banfeat substitutes much of their body with either fungus or slime molds, resulting in what looks to be an animated skeleton with either fungal or slimy flesh. They encase their souls in giant chunk of amber weighing at least 10 pounds (2,000 gp). They are druids of at least 14th-level and, in addition to normal damage, their touch corrodes metal as a does a rust monster. [b]Lich:[/b] ? [b]Barrow Lord:[/b] Barrow lords are tribal or clan leaders whose desire to defend their lands and people is so strong that their spirits are unable to leave the mortal plane. [b]Barrow Lord Undead Follower Skeleton:[/b] ? [b]Barrow Lord Special Guardian Skeleton:[/b] These are the remains of trusted followers who agreed to continue serving their master in death. [b]Children of Coyle:[/b] In cases of family horror, where children are murdered by their parents, they may rise as one of the Children of Coyle, named after the first child-murderer who met his fate at the undead hands of the very children he slayed. [b]Dust Centurion:[/b] A dust centurion is the departed spirit of a former warrior who perished at the hands of magic, unable to achieve the death in combat that it desired. This longing, combined with the magical energies from its death, transform it into a spirit that animates the dust and wreckage left from the calamity, forming into a humanoid shape when approached. The precise material that a dust centurion is made of depends on the great calamity that it perished in; one that died in a massive magical blaze may be made of ash, whereas one that died to an unnatural blizzard could be made of floating crystals of ice. [b]Eloko:[/b] Eloko are the spirits of people who have died in a forest. They haunt a forest because of a grudge left unsettled: typically one about hunting. [b]Exhumed:[/b] The exhumed are not so much creatures as they are physical manifestations of a curse: a curse against those who disturb the rest of the dead! Whenever a human body is disinterred, there is a slight chance that the spiritual detritus left behind coalesces into an exhumed 1-8 days after their resting place has been looted. [b]Ghoul Skin Thief:[/b] ? [b]Guishu:[/b] ? [b]Haugbui:[/b] These are undead warriors, servants of Sorana, Goddess of Death, who were so evil in life that they attracted the interest of the goddess. [b]Monster Vestige:[/b] Monsters, unlike humans, rarely continue into undeath as ghosts or similar undead. Instead, in very rare instances, a portion of their essence remains bound to their lair, held by their strong connection to the area or a strong emotion associated with their means of death. The process by which a vestige is formed typically takes months, so a monster slain cannot immediately confront its slayers in vestige form. [b]Ghost:[/b] ? [b]Mummy Medusa:[/b] In some places, religiously-inclined medusae are known to mummify and bury their dead. As with humans, at times these medusa mummies can return to life to plague the living. [b]Zombie:[/b] Creatures that die from the Nekomata's wasting disease and lose their soul to the nekomata rise as animated corpses similar to zombies. The bite of a wightrat has a chance to cause disease, but more fearsomely it may drain an energy level if the victim fails a save against death magic. Any human drained of all life energy rises as a zombie under the control of the wightrat. [b]Osseopod:[/b] Osseopods arise out of mass graves. [b]Osseopod Large:[/b] Larger osseopods (4 HD) may form from the remains of larger creatures, such as ogres and bugbears. 6 HD osseopods may form from giants. [b]Pishacha:[/b] ? [b]Skeleton Fungal:[/b] Fungal skeletons are the remains of long-dead victims of the creeping peril. [b]Zombie Fungal:[/b] The more powerful initial variant, the fungal zombie, is created once a person dies from the creeping peril. Anyone killed by a fungal skeleton will rise as a fungal zombie in 1-4 days. [b]Undead Rat Ghoulrat:[/b] Ghoulrats are developed undead from zombirats who managed to slay and eat a man-sized opponent of average intelligence or greater. They add the flesh of the corpse to their own, transforming into a ghoulrat the next day. Zombirats seek out intelligence flesh to consume to add to their own, transforming into ghoulrats. Just a single human-sized corpse is enough to transform 10 zombirats into ghoulrats. [b]Undead Rat Skelirat:[/b] Skelirats are the animated remains of giant rats. [b]Undead Rat Wightrat:[/b] The final stage of undead rat development, wightrats live only to kill and raise their victims as zombies. If ghoulrats consume 10 man-sized opponent of average intelligence or greater they transform into the final type of undead giant rat, the wightrat. [b]Unead Rat Zombirat:[/b] Zombirats are developed undead from skelirats who managed to slay and eat some local animals. If skelirats manage to kill a large enough animal (roughly the size of a medium-sized dog or larger) they add some of the creature’s flesh to their own and transform into a zombirat the next day. [b]Weggeest:[/b] Weggeest are spirits of humans killed upon a particular path or road. [b]Wendigo:[/b] Wendigo are spirits of hunger and desire. [b]Ziburinis:[/b] Spirits of dead who passed away in the forest, ziburinis have the green glow of the forest upon them. Humanoids killed by ziburinis have a 10% chance to rise as a ziburinis within 24 hours. [b]Zombie Hound:[/b] Zombie hounds are the risen corpses of large canines, such as war dogs, wolves, or mastiffs.[/spoiler] [URL=https://www.drivethrurpg.com/product/267308/Mini-Bestiary?affiliate_id=17596]Mini Bestiary[/URL][spoiler] [b]Science Fiction Zombie:[/b] Here is an idea for one level of a ship to have some sort of zombie plague, whether by disease, radiation, or the effects of some plant or animal poison. Would it only affect humans, or mutated humans, or any animal forms. What about intelligent plants? ● Does being killed by a zombie make you a zombie? ● If it is caused by radiation, does any dead body left near the radiation become a zombie, or only those killed by the radiation? ● If caused by a plant or animal poison, what are the limitations and possible antidotes to that poison? ● If caused by a virus or microbe, is there a cure or inoculation? ● Is the nature of the substance that makes a zombie able to spread throughout the ship?[/spoiler] OSRIC Player's Reference[spoiler] [B]Skeleton:[/B] [I]Animate Dead[/I] spell. [B]Zombie:[/B] [I]Animate Dead[/I] spell. animate dead Clerical Necromancy level: Cleric 3 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 1 round Saving throw: None By casting this spell, the cleric calls the bones or bodies of dead humans or humanoids to rise and become lesser undead (skeletons or zombies). The undead will obey their creator’s simple commands, following him or her, or perhaps guarding a location he or she designates against any creature (or not guarding it against certain creatures) that might enter. The spell’s effects are permanent, but can be dispelled by the use of dispel magic. Use of this spell is inherently not in accordance with the good alignment and is seldom used by good clerics unless there is pressing need. Moreover, casting the spell in the confines of a city may subject the caster to inquiry by secular and religious authorities alike. A cleric may animate one zombie or skeleton per caster level. animate dead Arcane Necromancy level: Magic user 5 Range: 10 ft duration: Permanent area of effect: See below components: V,S,M casting time: 5 rounds Saving throw: None Other than as noted above, this spell is identical to the clerical spell animate dead.[/spoiler] [URL='http://www.dragonsfoot.org/sg/']OSRIC Monster Listing[/URL][spoiler] [B]Banshee, Groaning Spirit:[/B] ? [B]Coffer Corpse:[/B] ? [B]Ghast:[/B] ? [B]Ghost:[/B] ? [B]Ghoul:[/B] ? [B]Lich:[/B] ? [B]Mummy:[/B] ? [B]Poltergeist:[/B] ? [B]Shadow:[/B] ? [B]Skeleton:[/B] ? [B]Spectre:[/B] ? [B]Vampire:[/B] ? [B]Wight:[/B] ? [B]Wraith:[/B] ? [B]Zombie Juju:[/B] ? [B]Zombie Monster:[/B] ? [B]Zombie Animal:[/B] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/117768/Pyramid-of-Gorsh?affiliate_id=17596']Pyramid of Gorsh[/URL][spoiler] [B]Ghoul:[/B] ? [B]Zombie:[/B] ? [B]Gorsh, King of the Desert by the Sea:[/B] If the sarcophagus is opened the body will animate.[/spoiler] [URL=https://www.drivethrurpg.com/product/301455/SM03-Cityguide-to-the-City-of-Karan?affiliate_id=17596]SM03 Cityguide to the City of Karan[/URL][spoiler] [b]Undead:[/b] The staff [of the Temple of Death] oversee all funereal rites and all the dead of the city [of Karan] are burnt (due to strange magic in the mountains most unburnt cadavers reanimate in some form of undead or other…). [b]Spirit-Type Undead:[/b] ? [b]Spectre:[/b] ? [b]Wraith:[/b] ? [b]Half-Strength Spectre:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/306893/SM04-Gazeteer-of-the-Land-of-the-Young?affiliate_id=17596]SM04 Gazeteer of the Land of the Young[/URL][spoiler] [b]Marine Ghoul:[/b] ? [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/297875/SM12-The-Trials-of-a-Young-Wizard?affiliate_id=17596]SM12 The Trials of a Young Wizard[/URL][spoiler] [b]Undead Child Troll:[/b] ? [b]Ghoul:[/b] ? [b]Marine Ghoul:[/b] ? [b]Orc Skeleton:[/b] ? [b]Skeleton:[/b] ? [b]Spectre:[/b] ? [b]Vampire:[/b] ? [b]Otheladra, Othelladra, Wight:[/b] None of the graves have grave goods in them and the bodies are unimpressive apart from Otheladra’s herself which, due to a curse, has become a Wight. [b]Zombie:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/325933/SM14-Of-the-Rakuli?affiliate_id=17596]SM14 Of the Rakuli[/URL][spoiler] [b]Wight:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/110459/Teratic-Tome?affiliate_id=17596']Teratic Tome[/URL][spoiler] [B]Banshee Ivory:[/B] The ivory banshee is the ghost of an elven woman who worshiped the demon queen Abyzou. [B]Demimondaine:[/B] The demimondaine, in the form of a pale green light, descends upon the body of an unavenged female murder victim, typically a prostitute or courtesan. The undead spirit animates the corpse and sends it lurching after the murderer. [B]Ghast Ash:[/B] ? [B]Ghast Cicatrix:[/B] ? [B]Ghost Palimpset:[/B] The palimpsest ghost is the spirit of a halfling so ferocious in its cruelty that it has broken the bonds of mortality to become undead. [B]Ghoul Lesion:[/B] Created by an errant demon lord while visiting the Prime Material plane. [B]Malchior:[/B] A legendary thief, Malchior the Deft accumulated great wealth during his adventures, but it was never enough. Eventually, he heard tales of the Malist Oubliette, a horrific dungeon. There, those who use magic are hunted and destroyed; those who pray are excoriated; those who stand and fight are rent and devoured; and those who skulk and sneak are rewarded for their guile. He deceived his fellow adventurers, and they entered the Oubliette; treachery ensued. Malchior backstabbed his allies and left them to die so that he could survive the dungeon. Eventually, he reached the Inconcessus, a place where a daring thief might even steal the secrets of death itself. He did so, and became a lich. [B]Querist:[/B] Once a mighty pit fiend, and personal servant of an archdevil in the coldest of the Hells, the devil known as Vassago was infected by a verminate zombie (q.v.) while on the Prime Material plane. His body was transformed: though deathless, he decays, dropping bits of putrescent viscera as he stumbles from one room to the next, muttering to himself. [B]Skeletal Warden:[/B] Twelve dark paladins served their dark masters so well that they continue to do so beyond death: these are the dreaded skeletal wardens. Heavily armored undead warriors, they carry out the will of their creators, the archdevils of Mictlan. [B]Spectre Battle:[/B] ? [B]Xarualac:[/B] The xarualac is the restless spirit of a dead musician, one who loved music so much that it could not move on. [B]Zombie Verminated:[/B] Verminated zombies are small animals, such as rats, weasels, rabbits, or cats, which have contracted the red plague. Once infected with the red plague (known to chirurgeons as necrosis), a victim will lose 1-8 hit points per hour, and must also save vs. death each hour or become a zombie. A cure wounds spell will restore hit points, but the save vs. death must still be made on the hour. The only way to end the spell is with cure disease, heal, or remove curse.[/spoiler] [URL='http://www.drivethrurpg.com/product/58543/The-Forgotten-Temple-of-Baalzebul?affiliate_id=17596']The Forgotten Temple of Baalzebul[/URL][spoiler] [B]Stone-Cleaver, Specter:[/B] The work gang leader from area 18d, Stone-Cleaver, was so cruel to his workers in life that he earned undead status in death. Almost immediately after his death resulting from a cave-in that occurred during the final construction phase of the temple, he was interred herein. He arose again, three days later, as a powerful specter infused with absolute evil. [B]Aerdolph, Vampire:[/B] Aerdolph was second in command to the bishop himself. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich and Aerdolph a vampire. [B]Sundar, Ghost:[/B] Over time, the corrupting influence of the clerics and their evil edifice began to exert its hold on the originally neutral-aligned Sundar. Whereas before he was only slightly wounding those students failing their tests, he was now inflicting grievous harm upon them, in some instances killing them outright with his extensive arsenal of offensive spells. The bishop, at first, tolerated Sundar’s increasing depravity. But when Sundar began killing his students outright, the bishop decided that drastic measures would have to be taken. He ordered a group of his most powerful cleric/assassins to assassinate the troublesome instructor; this they did whilst he slept. Shortly after his death, Sundar’s tortured spirit took the form of a ghost. [B]Sorcerell, Lich:[/B] In order to convert Sorcerell into a lich, Asalon needed to slay him in a most violent manner while calling on his dark lord to curse the cleric. Sorcerell still bears great enmity towards Asalon for first gouging out his eyes and then plunging a ceremonial dagger into his heart. [B]Malignaant, Lich:[/B] When Malignaant fell to Asalon’s sacrificial knife, in much the same manner as Sorcerell before him, he became a lich almost instantly. [B]Sarmux, Lich:[/B] When the time was at hand to dissolve the order, Asalon urged Sarmux to undergo lichdom, despite his strong protests. The proposition of merging with the Negative Material Plane mortified poor Sarmux. But, in the end, he relented, falling to the same sacrificial knife as Malignaant and Sorcerell before him. [B]Celrax, Huecuva:[/B] When told of Asalon’s plan to have himself along with his most loyal servants transformed into various forms of the undead, Celrax thought the bishop to be insane. As the time of his forced undead rebirth neared, Celrax became mad with worry. Before the sacrificial knife was to be plunged into his chest, Celrax opted to take his own life in a mad fit of despair. Now, because of his final act in life, Celrax haunts his beloved temple as a huecuva, an undead abomination composed of chaotic energy. [B]Asalon, Lich:[/B] He performed the necessary rites to transform himself into a powerful lich long ago. When the order was dissolved some 500 years ago, the bishop elected to have himself and a group of his most trusted advisors transformed into various forms of the undead. The bishop became a lich.[/spoiler] [URL=https://www.dragonsfoot.org/sg/]The Shrine of Hecate[/URL][spoiler] [b]Skeleton:[/b] Behind the curtains lurk six shrine guardians, undead skeletons animated by Illione (the shrine priestess). Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. [b]Zombie:[/b] Three servants of the shrine also lurk behind the curtains: zombies also animated by Illione. Given time, the shrine priestess will cast Animate Dead on fallen skeletons and zombies (or perhaps even fallen party members!) and have them rejoin the fray. [b]Ghoul:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/64108/World-of-Arkara-Gazetteer-of-the-Known-World?affiliate_id=17596']World of Arkara Gazetteer of the Known World[/URL][spoiler] [B]Lich:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. [B]Mummy:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him. [B]Vampire:[/B] Imar is the patron deity of liches, mummies and vampires and is worshipped by a great number of these creatures. According to legend, Imar conferred the “blessing” of these conditions on particularly devout followers long ago so that death would not prevent them from serving him.[/spoiler] [/spoiler] OSRIC Magazines[spoiler] [URL=https://www.drivethrurpg.com/product/63737/Knockspell-Magazine-1?affiliate_id=17596]Knockspell Magazine #1[/URL][spoiler] [b]Undead Animal:[/b] Necromancer Animate Dead Animals power. [b]Limb:[/b] Necromancer Animate Limb power. [b]Servant:[/b] Necromancer Construct Servant power. [b]Skull Guardian:[/b] Necromancer Create Skull Guardian power. [b]Animated Undead:[/b] Necromancer Superior Animate Dead power. [b]Lich-Lords of Kuush:[/b] ? [b]Undead:[/b] Necromancer Manufacture (Undead Type) power. [b]Coffer Corpse:[/b] Level 1 necromancer's undeath power. [b]Ghoul:[/b] Level 2-3 necromancer's undeath power. [b]Ghast:[/b] Level 4 necromancer's undeath power. [b]Wight:[/b] Level 5 necromancer's undeath power. [b]Wraith:[/b] Level 6 necromancer's undeath power. [b]Mummy:[/b] Level 7-8 necromancer's undeath power. [b]Vampire:[/b] Level 9-14 necromancer's undeath power. [b]Lich:[/b] Level 15 necromancer's undeath power. Necromancer Create Lich power. [b]Skeleton:[/b] Necromancer Animate Dead power. [b]Zombie:[/b] Necromancer Animate Dead power. Necromancer Army of the Dead power. [b]Juju Zombie:[/b] Necromancer Improved Animate Dead power. [b]Shadow:[/b] ? Undeath: Unless a necromancer is buried in specially consecrated ground or is utterly destroyed, he will return as undead, as noted on the Level Advancement table. They will not retain any of their necromantic powers unless they return as a vampire or lich. In any case they will not earn any more experience points as an undead. Animate Dead: Similar to the 3rd-level Cleric spell of the same name. A necromancer may animate 1-6 zombies in this manner. If no flesh remains, the corpses are animated as skeletons instead. A necromancer may only control a number of these skeletons/zombies equal to 6 times their level at any one time. Animate Dead Animals: Similar to the necromantic power of Animate Dead, except only animals may be animated this way. Consider undead animals to have ½ the HD of a living specimen for purposes of Turning. Necromancers may only control a number of these animated animals equal to 6 times their level at any one time. Animate Dead is a prerequisite for this power. Animate Limb: A necromancer may use this ability to re-animate up to 4 severed human limbs (but not a head). Limbs have limited movement – hands or arms could crawl (up to 5’ round), but a leg or foot would simply flop around. A limb is not intelligent, but is under the control of the necromancer, who may order it about as a skeleton or zombie. A limb has ½ HD (1-4hp) and can be turned as a zombie. Necromancers may only control a number of these limbs equal to 6 times their level at any one time. Army of the Dead: The necromancer can animate and subsequently control up to 100 human-type corpses, which must be dead less than one week. The animation lasts for 24 hours. Animate Dead is a prerequisite for this power. Typically this power is used near a fresh battlefield or plague-ridden village where plenty of fresh corpses are readily available. Create Lich: A necromancer may use this power to create a lich from a willing human victim. The victim must be at least a 14th level evil Cleric or Magic-User. The process culminates in the death of the victim and their resurrection as a lich. The process requires at least 2,000gp of materials per level of the victim and 2 weeks of preparation. The materials are consumed during the ceremony, which must be conducted at midnight on a grimly auspicious night (e.g. Halloween, Winter Solstice etc.) Upon completion of the rituals, the victim arises as a lich in all respects. This power is rarely used owing to the inherent distrust and enmity between evil spell-casters and necromancers. Create Skull Guardian: A ritually sacrificed human or demi-human may be used to create a skull guardian. The process requires one week of work but no special materials. The result is a skull sporting a pair of membranous bony wings growing from its temples. A skull guardian is only semi-intelligent but follows the orders of the creating necromancer at all times. It may only move a maximum of 60’ away from the place of its creation. Skull Guardian: AC 2; MV 30’; HD 1; hp 1-8; THAC0 19; #AT 1; D 1-3; SA Generates Fear 5’ radius; SD normal undead immunities, turn as Spectre; MR Std; SZ S; Int Semi; AL N; XP 650+10/hp. Improved Animate Dead: Similar to the prerequisite power Animate Dead, except that the necromancer may animate 1-6 ju-ju zombies. The corpses must be fresh (no more than a week dead) and relatively intact. Manufacture (Undead Type): Creates an undead creature from a human corpse. This procedure takes one week of uninterrupted work, starting with sacrifice of the human victim. Once finished, the necromancer must attempt to establish control as normal; otherwise the creature will act independently. Note: Each manufacturing power is a prerequisite to the next higher version. Superior Animate Dead: This power allows a necromancer to animate the corpse of a recently dead (up to 1 week) human or demi-human. The corpse must be unmutilated. The animated undead will possess the same level it had in life, and the same powers, including any non-clerical spellcasting abilities. The animation only lasts for 24 hours, after which the creature cannot be re-animated. Treat the creature as an undead of the same or fewer hit dice for the purposes of turning. After animation, a necromancer must attempt to establish control normally. If control is not established, the animated undead will attack the necromancer. Animate Dead is the prerequisite for this power.[/spoiler] [URL=https://www.drivethrurpg.com/product/88794/Knockspell-Magazine-3?affiliate_id=17596]Knockspell #3[/URL][spoiler] [b]Death Knight:[/b] Upon their deaths, certain high-level anti-paladins may be transformed into a Death Knight (1% chance/level) – a particularly powerful form of undead, as a reward for their faithful service. [b]Undead:[/b] ? [b]Ghoul:[/b] ?[/spoiler] [URL='http://www.drivethrurpg.com/product/55271/OldSchool-Gazette-1?affiliate_id=17596']Old School Gazette 1[/URL][spoiler] [B]Ghoul:[/B] [I]Animate Dead[/I] spell using grim dust. [B]Ghast:[/B] [I]Animate Dead[/I] spell using grim dust. [B]Wight:[/B] [I]Animate Dead[/I] spell using grim dust. Grim Dust: When a grim axe crumbles it leaves behind grim dust. This dust is highly valued by necromancers as it can be used during the casting of animate dead to create ghouls, ghasts, or even wights. Like normal animated dead, the creatures created through the use of grim dust are faithfully loyal to their creator and obey his every command. A single use of grim dust weighs one pound and animates 2 undead (user’s choice) from the above list. Experience Point Value: 500 G. P. Value: 2,000.[/spoiler] [URL='http://www.drivethrurpg.com/product/103867/Zor-Draxtau-Issue-III?affiliate_id=17596']Zor Draxtau Issue 3[/URL][spoiler] [B]Xerksis, The Mage-King:[/B] Seeking a means to quash the ranger’s ‘pitiful little band’ of rogue humans and pathetic demi-humans from the northern peninsula on the Usher Arm Peninsula, Xerksis created the Bone-Hilt sword; a thing of purest, darkest evil. And into the sword, Xerksis sacrificed a portion of his evil soul, so that whomever should wield the weapon, would also be invoking his spirit. And during this process, Xerksis also achieved his life-long desire to ultimately commit himself to the dark life of a lich. [/spoiler] [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
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