Undead Origins


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Voadam

Legend
GM's Miscellany: Alternate Dungeons

GM's Miscellany: Alternate Dungeons
Pathfinder 1e
Mad Monk: The remnant of a priest who went insane as the result of his enforced departure from the temple where he spent his life.
The Hanged Priest: ?
The Nettling Demon: ?
The Hungry Nursery: ?
The Lonely Tavern: ?
Undead Frost Worm: ?
Anguish: ?
Dancing Decor: ?
Slamming Door: ?

Undead: Once per day, a feast materializes on a table in a communal room. Depending on the temple’s alignment, the food provides the benefits of the heroes’ feast spell or acts as create undead should a PC eating the food die within 24 hours of consuming it.
Allip: One of the many types of undead creatures that can arise in abandoned temples, allips were insane humanoids under the care of the temples’ priests who succumbed to their madness. The creatures also may have once been priests driven mad by the circumstances that led to the temple’s abandonment.
Ghost: Clergy who feel they had unfinished business or wish to see their temples restored remain to haunt these locations. Fully restoring the temple or destroying it puts these undead to rest.
Lonesome spirits, mere shades of what they once were. What better place for a ghost to haunt than a place so keenly reminiscent of its own tragic existence? Almost any undead creature might identify with the ruination of a once-warm and lively place, but ghosts—with their tendency to linger over unfinished business—are more likely than any other kind to haunt the places they knew best in life.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Huecuva: Many times, a religion fails due to betrayal by its supposed leaders, or a cleric may do something that is anathema to his or her deity to spite those forcing out worship of the deity. In such cases, the fallen return as huecuvas that infest the temples in which they used to minister.
Skeleton: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Zombie: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Ghoul: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Spectre: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse. When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Vampire: The negative energy surrounding the temple’s demise either brings unholy life to the corpses interred at the temples or draws mindless undead to them. While skeletons and zombies are the most common undead, ghouls, spectres and vampires also lair in deserted temples.
Haunt: Temples deserted under negative circumstances, or those that carried out vile rites, attract spirits that cannot manifest as incorporeal undead. This makes them no less dangerous.
If tragedy befell the village, undead citizenry might haunt the adventure site.
Haunts are typically created by restless souls or pervading evil, but an abandoned village can almost have a “spirit” of its own.
Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
Manors are often at the apex of these death knell curses because a witch’s vengeance is directed at an individual or specific group of people, who quickly perish from her supernatural vengeance or flee from their homes for fear of a grisly demise. Products of a witch’s death knell curse last for hundreds of years and typically are not stopped until someone is able to find the spirit and slay it, destroying its strange hold upon the building and the surrounding region.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest.
In many ways, a haunted house is created by suicide in the same way it is created by murder, though sorrow and self-loathing often fuel the supernatural entities born from suicide rather than fear, anger or hatred as is true with murder.
When it comes to planar magic, mages are often tinkering with forces they scarcely comprehend, let alone control. A single misspoken word or a stray line within a magic circle can cause a spell to backfire with tremendous force, calling an outsider into the mortal realm. In rare circumstances, the outsider may be physically unable to leave the place it was summoned within for reasons even it is unlikely to understand. Perhaps the mage’s home is inscribed with warding runes as a fail-safe or the magic is unstable, preventing the creature from straying far from its point of summoning. Even more horrifying are the outsiders who possess unfettered access to the Material Plane, retreating to abandoned structures by daylight only to prey again on mortal flesh come dusk.
Any event causing a suitable amount of negative emotion can create a haunt, whether this tragedy is a massive fire at an orphanage, the demise of a family or the deaths of an entire neighbourhood from an epidemic.
Several decades ago the inhabitants of Saltspray, a small coastal village, were all but wiped from existence by the appetites of a band of sahuagin. Although the monsters were eventually repelled, over half the villagers were murdered, their half-devoured corpses left to rot in a grotto built atop a nobleman’s summer home. In the following years, the manor has become a haunt filled with dozens of lost spirits, the most notable of which is the manor’s former owner. Now a powerful spectre, it is said the owner’s wailing can be heard long into the night once a month as the full moon rises.
Fifty years ago, a vile witch attempted to summon a powerful demon by offering it the soul of a local baker’s girl. Although the witch was caught, tried and hanged thanks to the efforts of a party of adventurers, with her final breath she scorned the city and its people, promising to return to drag all of their souls to the depths of the Abyss.
On the night of the first full moon after the witch’s death, eerie lights and sounds began to plague her victim’s home. In fear, the family left the city and moved into the hamlet of Greenborough to escape the horror. Unfortunately, the haunting followed the family and they all died in their newly constructed manor within one moon of their arrival. Local legends claim the witch’s angry spirit now holds the family’s souls captive within the manor with the assistance of a malevolent force from outside the mortal realms.
Attic Whisperer: An attic whisperer is the spirit of a small child who met his or her end as a result of neglect.
Wraith: Powerful witches are able to leave lasting imprints upon the land with their final breaths, transforming themselves into powerful, incorporeal undead through extreme hatred and emotional distress. Often manifesting as ghosts, spectres or wraiths, these witches blight the land and cause strange murders and ill fortunate to beset the locals until they move away from the site of the curse.
When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
Poltergeist: When a creature dies, any intense emotions it experiences at the time of death are often left behind as a psychic footprint. Fear, anger, hatred and sorrow are by far the most powerful of these emotions and often causes the most dangerous and destructive haunts to manifest. It should come as no surprise an act as evil as murder, which often comprises all three of these emotions and more, is a leading cause of the creation of powerful supernatural entities. Ghosts, spectres, wraiths and poltergeists are all commonly created in this manner, and when created they seldom stray far from the place where they were murdered.
 
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Voadam

Legend
GM's Miscellany: Dungeon Dressing

GM's Miscellany: Dungeon Dressing
Pathfinder 1e
Unliving Span: ?
Unliving Span Reasonably Large: ?
Unliving Span Zombie: ?
Unliving Span Ghoul: ?
Advanced Mummy: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Heartless Zombie: The doorway exiting this room is keyed to the souls of seven undead creatures. These undead creatures have been empowered by the removal of their still‐beating hearts, which now reside atop seven columns within the room, and are protected by iridescent prismatic layers.
Heartless Ghast: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Heartless Mummy: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts. When all but the last ghast is slain, the final creature transforms into an advanced mummy.
Wailing Portcullis: Through terrible and dangerous binding magic a necromancer has bound the spirit of a banshee to this portcullis.

Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghast: After three zombies are slain, the remaining creatures receive a burst of power from the pillars, and are transformed into ghasts.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Undead: Inside the corpse’s stomach is a half‐digested monster. The essence of this undead creature still lingers within the cadaver. The undead creature can be reanimated or restored with a DC 25 Knowledge (religion) check and onyx gems worth 25 gp per HD of the creature.
Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.
Skeleton: ?
Wight: ?
Vampire: ?
Lich: ?
Vampire Spawn: ?
Zombie: Necrotic Pool.
Zombie Rot disease.
Banshee: ?
Devourer: This onyx‐encrusted sarcophagus casts create greater undead on the body within to create a devourer when a certain prophesy is completed. This effect works once before the sarcophagus’ magic is consumed. The onyx crumbles to dust if removed from the sarcophagus.

NECROTIC POOL
A three‐foot high wall of well‐mortared brownish stone encircles a pool of smoky black water.
Perception or Heal (DC 15) The stone’s unique colouring is due to copious amounts of dried blood.
Perception (DC 20) Faint writing is carved into the pool’s encircling wall.
Knowledge (arcana, DC 20) The writing is arcane and deals with the school of necromancy.
Knowledge (arcana, DC 25) The spells woven into the pool deal with binding negative energy in the same way that is used to create undead.
Knowledge (arcana, DC 30) Recalls that certain cabals of necromancers create necrotic pools to aid them in the creation of undead minions. The creation of such pools is difficult and complex and requires the binding of countless souls to the pool.
Effect (Drinking) Any creature drinking from the pool suffers 3d61 negative energy damage. In addition, the water induces zombie rot2 in the drinker. A DC 17 Heal check identifies the malady after the first day. The rot can be removed by a successful application of remove disease.
Effect (Immersion) A living creature in the pool takes 3d61 negative energy a round. As long as they do not swallow any of the water, they do not suffer from the zombie rot effect.
Effect (Immersion [corpse]) The pools animates any intact corpse placed into the pool into a zombie (Pathfinder Bestiary). This takes 10 minutes. Unless a creature has the Command Undead feat or other way to control undead, the zombie attacks nearby creatures. The pool can create 20 HD of zombies a week.
1: DC 14 Will save halves.
2: Zombie Rot: Type disease (ingested); save: Fortitude DC 17; onset: 1 day; frequency 1/day; effect: 1d2 Con damage, a creature whose Constitution score reaches 0 animates one day later as a zombie; cure: 2 saves.
 
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Voadam

Legend
GM's Miscellany: Places of Power

GM's Miscellany: Places of Power
Pathfinder 1e
Mistress Amelya Van Fersker, Human Vampire Enchanter 10: Born 300 years ago, Amelya Van Fersker was a renowned beauty. Rather than getting engrossed in the politics of her day, she actively pursued one of the greatest wizards of her time, forcibly separating him from his wife and becoming both his apprentice and mistress.
Her brilliant mind made her a quick study, but the nobleman wizard was a terrible teacher. As Amelya approached her 35th birthday, she grew angry with the pace set by the old man and brutally murdered him in his sleep. Forced to flee, her progress in wizardry grew painfully slow until she met an alluring blond stranger who promised her time enough to learn her craft and halt the fade of her beauty. The stranger turned out to be a vampire, and after accepting the blood kiss, Amelya has spent her days learning the mystical arts from any she can.
Solalith Evdrearn, Ghost Half-Elf Druid 3 Sorcerer 8: ?
Alikandara Lat, Human Ghost Ex-Paladin 12: The shrine was established several centuries ago in the name of Alikandara Lat, a great paladin until she was seduced into a murderous act of evil by a fiend. Horrified, Alikandara fled into the remotest wilderness, seeking atonement.
She died alone in her self-imposed exile but her tale wasn't forgotten. Those inspired by the example of her early life soon became as fervent about the latter part. They journeyed into the woods, intending to find and bring back her body. Unsuccessful, they instead founded a shrine in her name, welcoming all in need of respite and redemption.
Legend holds that those who pray at Alikandara's cenotaph are sometimes visited by the fallen paladin's spirit, which still seeks to make up for her misdeed in life.
Rideth Cyelrae, Ghost Elf Druid 13: ?
Anshelm Chellas, Ghast Rogue 6: ?
Naillae Aralivar, ghost elf druid 6: ?
Tahlys Vonothvar, ghost elf druid 7: ?

Ghoul: ?
Zombie: ?
Vampire Spawn: A creature slain by Amelya’s blood drain or energy drain rises as a vampire spawn in 1d4 days.
Undead: Other forgotten tunnels host the undead remnants of prisoners trapped when the castle fell.
 
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Voadam

Legend
GM's Miscellany: Places of Power II

GM's Miscellany: Places of Power II
Pathfinder 1e
Lich: In the end, though, she fights to the death, hoping perhaps her necromantic pursuits and experimentations will see her resurrected into the lich form she’s long sought.
If Erlgamm is killed during the PCs’ stay, she could transform into a lich thanks to her many years of necromantic experiments.
 
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Voadam

Legend
GM's Miscellany: Urban Dressing

GM's Miscellany: Urban Dressing
Pathfinder 1e
Fuut, Ghoul Rogue 2: Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.
Tooq, Ghoul Rogue 2: Discovering an adeptness for juggling and throwing knives at a young age, the brothers eventually found the chance. Proving their worth to the operators of a travelling faire, Fuut and Tooq hit the road. Despite their popularity in the show, the brothers couldn’t resist their desire to thieve. Eventually they crossed the wrong victim, a powerful witch, who cursed and then murdered the brothers. The curse raised them as ghouls and now they feast in this cemetery.

Vampire: ?
Ghost: ?
Skeleton: ?
 
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Voadam

Legend
GM's Miscellany: Village Backdrops

GM's Miscellany: Village Backdrops
Pathfinder 1e
Dunn Fewin, Ghoul Cleric 2: Before the plague, the church had two priests. One, Dunn Frewin, died of the plague. Ignoring his last request to be buried in the church, Waldere cast Dunn’s body into one of the plague pits. This betrayal will cost Waldere dearly; Dunn Frewin has returned as a ghoul.
One of Ashford’s priests, Dunn Frewin (CE male ghoul cleric 2) died of the plague and was betrayed in death by his friend and colleague Waldere. He has risen as a ghoul and now lurks in the southernmost pit, in a cramped burrow among the suppurating corpses of his dead congregation.
 
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Voadam

Legend
GM's Miscellany: Village Backdrops II

GM's Miscellany: Village Backdrops II
Pathfinder 1e
Thegn Delthur Werlann, Skeletal Champion Dwarf Aristocrat 2/Fighter 4: Consumed with lust to slay orcs and other evil humanoids he has returned to unlife as a skeletal champion.
Skeletal Champion Dwarf Fighter 3: ?

Lacedon: ?
 
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Voadam

Legend
GM's Miscellany: Village Backdrops III

GM's Miscellany: Village Backdrops III
Pathfinder 1e
Mirja Sianio, Human Ghost Witch 6: Mirja Sianio (CE female ghost human witch 6) in life was a wise woman who lived on the outskirts of the village. Notoriously pagan, she was kept at arm's length by much of the village, who distrusted her lack of faith but appreciated her efforts to treat their ills with herbs and magic. But when the sickness struck and neither she nor Syrave Teury were able to stop it, the grief‐stricken villagers took their anger out on her. Found guilty of the deaths of a number of villagers, including several members of the children's choir, she was burned at the stake in front of her home, which the villagers then torched for good measure.
Mirja's ghost now haunts the site, crying out for vengeance against any who approach (the villagers themselves steer well clear of the desecrated ground). She blames the village's faith for her death and can only be laid to rest by burning the Cathedral of the Sun and the Sun‐Song Hall to the ground and rebuilding her own home. She will lift the curse only if every member of the village disavows their faith in Darlen.
Hagruk Stormrider, Ghast Fighter 5: Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.

Ghoul: Eventually, Hagruk grew old and settled down in Red Talon village, but would still sail forth on occasional raids. One fateful night in a furious storm, his ship struck the reef known as Devil’s Shoulder as he returned to the village. Hagruk and his crew abandoned ship as the galleon started to sink beneath the waves, but they were too slow, and their drowned bodies were washed up on the beach. But the dark power of their cannibal god saved the pirates—Ukre’kon’ala brought some of the crew back from death to unlife as ghouls; Hagruk Stormrider became a ghast.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
 
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Voadam

Legend
GM's Miscellany: Village Backdrops IV

GM's Miscellany: Village Backdrops IV
Pathfinder 1e
Wytchelyte: ?
Hungry Dead: "Hungry Dead" is an acquired template that can be added to any corporeal undead creature.
Hungry Dead Zombie: Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template.
The Hunger Disease.
Damiella Nightingale, human vampire bard 11: ?
Keren Zaris, vampire halfling expert 7: ?
Quentin Roarg, elf vampire wizard 12: ?
Zuzu Mellavious, halfling vampire bard 13: ?

Lich: ?
Vampire: ?
Mummy: ?

The Hunger
Type Disease (injury); Save DC 13 Fortitude
Onset 1d4 days; Frequency 1/day
Effect 1d3 Con and 1d3 Cha damage; Cure 2 consecutive saves
Note Those who die of The Hunger rise 1d6 minutes later as a zombie with the Hungry Dead template. The Hunger can only be cured by a heal or more powerful magic. The Hunger is spread by the bite of the infected, living or dead. When infected, the victim develops a fever and suffers from constant hunger pains that only subside after consuming fresh meat. As the disease progresses it becomes harder and harder to assuage the hunger, forcing the victim to search for more meat. It is not uncommon for those in later stages of the disease to become maddened with hunger and attack friends or family.
 
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