Undead Origins

Voadam

Legend
Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters

Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters
Pathfinder 1e
Bone Gorger: ?
Death Hallow Necrophidius: ?
Masked Ghoul: Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that dies of a masked ghoul’s ghoul fever rises as a Masked Ghoul at the next midnight.

Ghoul: A humanoid who dies of a bone gorger’s wasting rot and is not given a proper burial rises as a standard ghoul 24 hours after the disease consumes them.
 
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Voadam

Legend
Free20 Lesser Nemesis Bestiary

Free20 Lesser Nemesis Bestiary
Pathfinder 1e
Taxidermy Revenant: Taxidermy Revenants are horrid composite undead created from a chimerical assortment of hunting trophies animated by malign intelligence. Taxidermy Revenants have antlers taken from a trophy buck above a dusty, stitched head of a lion or stag; glass eyes stare at the world with endless malice.
“I knew a Druid once, claimed Taxidermy Revenants are nature’s punishment of trophy hunters, and those damn fool nobles who go traipsin’ into the wilderness with half an army behind ‘em to get a hart’s head for their wall.”
 
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Voadam

Legend
Gothic Campaign Compendium

Gothic Campaign Compendium
Pathfinder 1e
Ghost Raven: Ghost ravens are spectral creatures that arise when a raven dies in an area that is unusually spiritually active. As iconic harbingers of death, ravens have a supernatural connection with the spirit world. While this lies latent in most ravens, and is sometimes attributed to simple superstition or cultural iconography, in the case of many ravens it is quite real. This is especially true in the case of ravens that form close emotional bonds with the living, such as pets, familiars, and animal companions. They may haunt the dreams of owners or masters that are themselves spiritually sensitive, sometimes providing cryptic guidance. In the case of a ghost raven, however, this evanescent connection becomes something more intangible, as the spirit of the fallen lingers in the realm of the living.
Fossil Skeleton: A fossil skeleton is animated from the petrified remnant of a primitive and primordial creature, its ossific remains calcified into eternal stone. Its massive stony structure has endured countless millennia and possesses great strength and ability to absorb punishment that would shatter skeletons of brittle bone, though it lacks some of the terrifying agility of an ordinary skeleton. This template can be stacked with other similar templates that modify the skeleton template, such as bloody and burning skeletons.
Mummified Zombie: A mummified zombie is a creature whose desiccated corpse has been both naturally and magically preserved and given unholy life.
 
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Voadam

Legend
Freeport Companion Pathfinder RPG Edition

Freeport Companion Pathfinder RPG Edition
Pathfinder 1e
Fire Spectre: Fire spectres are undead creatures that arise when a black-hearted villain is burned alive. Their hatred burns so strong that the fires transform them into supernatural terrors.
“Fire Spectre” is an acquired template that can be added to any evil humanoid or monstrous humanoid creature that dies by fire.
Fire Spectre Rogue 12: In life, Captain Kothar was a vicious pirate noted for his bloodthirsty tactics and wanton cruelty. After he and his crew attacked and murdered their rivals, claiming their vessel the Winds of Hell for themselves, they were captured, tried, and executed for their crimes. The Captains’ Council decreed they should be lashed to the deck of their bloody ship while the vessel burned down to the waterline. Kothar’s hate ran hotter than the flames and he refused to go to the Nine Hells until he got his vengeance.
Flayed Man: A flayed man is a vile undead creature created when a mortal necromancer botches his efforts to transcend the mortal coil and become a lich.
Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. The newly created flayed man has, in some respects, attained its goal, but lacks the power it held in life.
Skin Cloak: A skin cloak, or hollow man, is the animated skin of a mortal humanoid.
It is the animated remains of a skinned humanoid.
A hollow man consists of the skinned hide of a human or humanoid creature. The flesh is tanned, with any cut marks closed with a heavy thread, and is often tattooed. The curing process results in shrinking the overall hide and thus these creatures are often smaller than they were in life, standing about four feet tall and weighing twenty pounds or less.
A spellcaster with an intact hide of a sentient humanoid or monstrous humanoid can create a skin cloak with a create undead spell.
Skulldugger: ?

Ghost Human Rogue 1: The Sea Lord’s Guard chose this night to begin their war and swept through the Eastern District, rounding up anyone they suspected of being affiliated with the Guild. As the sounds of screams and fighting broke out all around, Melanie fled to her home on the edge of Scurvytown, only to find her house in flames and her friends fighting for their lives against a band of Guardsmen. Melanie grabbed the knife from the pouch and threw herself into the combat, terrified and desperate to get to her boys. She lashed out with the blade, unaware that it slew everyone it touched, her eyes fixed only on the small, smoking shapes on her porch. She nearly reached the bodies of her children when a steel-tipped quarrel punched through her middle, piercing her heart. She fell within an arm’s reach of her children’s bodies, and as she lay dying, she whispered that she’d get her vengeance, make the bastards pay.
A strange thing happened. The knife flared with sickly green light, growing brighter even as the light in her eyes faded. Melanie Crump’s body died, but somehow her spirit lived on, trapped within the accursed knife, bound by her vow until she gets her revenge.
Lich: The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual.
Zombie: Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.
 
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Voadam

Legend
Horrors of the North

Horrors of the North
Pathfinder 1e
Glacial Gaunt: Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.
A glacial gaunt is commonly the result of captured travelers and common folk who are carried to the high places of the world and then sacrificed in the name of the old gods.
Winter Wight: Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.
These are the risen remains of explorers or adventures which have died from exposure while in arctic mountains and tundras.
 
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Voadam

Legend
Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean

Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean
Pathfinder 1e
Bone Collective: Bone collectives are a creation of the Necrophagi, the undead mages of the Imperium. Each collective itself is a creature built of small bones—often those of gnomes, bats, and lizards—combined into a swarm of small, quick, 10-inch-tall skeletons.
Darakhul: Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers have claimed that deliberately infecting oneself and then eating only living flesh improves the chances of survival.
“Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature.
Creatures that die while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever to survive the transition. They retain their Constitution bonus for this check, as the template has not yet been applied. Those that fail are simply dead and do not gain the template.
Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul.
A creature that dies while infected with a darakhul patrician's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a ghoul hunter's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a necrophagus savant's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with a priest of Vardesain's darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with the darakhul fever of Nicoforus the Pale's must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
A creature that dies while infected with darakhul fever from a bonepowder ghoul or any other afflicted creature killed by a bonepowder ghoul rises as a darakhul immediately, gaining the darakhul template and the undead type.
Darakhul Ogre: ?
Ghoul Beggar: Dying while infected with Darakhul Fever.
Ghoul Outcast: These beggar ghouls were once far more powerful members of the empire, but through misfortune and bad luck, they have found themselves destitute and unwelcome within the Imperium.
Ghoul Imperial: Dying while infected with Darakhul Fever.
Ghoul Ghast Imperial: ?
Ghoul Legionnaire: ?
Ghoul Ghast Legionnaire: ?
Ghoul Iron: ?
Ghoul Ghast Iron: ?
Ghoul Iron Captain: ?
Ghoul Ghast Iron Captain: ?
Darakhul Patrician: ?
Ghoul Hunter: ?
Necrophagus Savant: ?
Priest of Vardesain: ?
Emperor Nicoforus the Pale: ?
Ghost Knight of Morgau: ?
Ghost Rider Templar: ?
Ghostly Mount: ?
Ghoul Bonepowder: Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist.
A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.
Lich Hound: ?

Ghoul: Dying while infected with Darakhul Fever.
A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight
A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight.

A creature that dies while infected with darakhul fever must make a check on Table 2-7: Darakhul Fever. If the check is high enough, they rise as a darakhul rather than a standard ghoul within 1 hour.
Darakhul are created from ghoul fever, a disease that transforms a living creature into one of the undead.
Endurance Check Result
9 or lower Target dies
10-12 Target becomes a ghoul
13-17 Target becomes a beggar ghoul
18-20 Target becomes an imperial ghoul
21-24 Target becomes a darakhul warrior
25 or higher Target becomes a darakhul noble
Creatures that do not make at least a DC 10 Endurance check do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil characters to deliberately infect themselves, and join the ranks of the empire.
 
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Voadam

Legend
Liber Vampyr

Liber Vampyr
Pathfinder 1e
Nosferatu: Nosferatu are corpses possessed by malevolent fiends who desire nothing more than to spread disease and suffering through the mortal world.
“Nosferatu” is a template that can be applied to any living creature with 5 or more hit dice.
While nosferatu resemble the creature whose corpse they animate, and sometimes even possess that creature’s memories and, to a certain extent, personality, they are not truly that creature. Rather, a nosferatu is a fiendish entity that has possessed the corpse of the deceased creature and is using it as a means to interact with the mortal world.
The exact process for creating a nosferatu is dangerous and complex, but can be performed by suitably powerful wizards and clerics.
Revenant: “Revenant” is a template which can be applied to any living humanoid or monstrous humanoid.
With GM permission, a character could also become a revenant by performing a special ritual, much in the same way that a character can become a lich by performing a ritual and creating a phylactery. It requires a DC 15 Knowledge (religion) check to successfully identify the nature of this ritual, or to learn about it through research in a library or other place of accumulated knowledge. The ritual itself requires an hour to perform, and requires 500 gp in rare incense, ointments, and ritual objects. At the end of the ritual, the would-be revenant must wound himself (typically be cutting his wrist with a ritually-anointed dagger) and bleed into a special ceremonial bowl for an extended period of time. During this time, the character suffers 1 point of damage per round, which can be stopped at any time by a successful Heal check (DC 15). If the character reaches 0 hit points, then at the beginning of his turn each round, when he takes damage from the bleeding, he may make a DC 15 Wisdom check. If the check succeeds, the bleeding stops, and the character immediately becomes a revenant. The character can attempt this check once per round until he either succeeds, the bleeding is stopped, or he dies.

Vampire: Vampire myths are as old as time, and it seems that for every myth there is a different way in which one becomes a vampire. Many vampires spread their affliction through their bite, either indiscriminately, or only when they choose to “embrace” their target. Others spread vampirism as a literal disease, which can be inflicted in a number of ways. In other tales, there is no way to “spread” vampirism, and each person who rises as one of the undead does so because of some grave sin that he connected in life. Below are some popular legends about what can cause a person to rise as a vampire. Note that these are just guidelines, and GMs should feel free to pick and choose which of these will work in a given game, and which are simply myth. Some GMs might determine that anyone who is subject to a certain number of these conditions will rise as a vampire, but any one condition is not enough. Others might determine that some or all of these can cause a corpse to rise as a vampire, unless simple steps are taken to prevent that from happening, etc. A corpse might rise as a vampire if…
• …the corpse is jumped over by an animal.
• …the body bore a wound which had not been treated with boiling water.
• …the corpse was an enemy of the church in life.
• …the corpse was a mage in life.
• …the corpse was born a bastard.
• …the corpse converted away from a “true” faith (historically, the Eastern Orthodox Church).
On the other hand, these countermeasures are supposed to prevent a corpse from rising as a vampire:
• A good person need not fear rising as a vampire.
• Crossing oneself before initiating sex spares any resulting children from becoming a vampire.
• Certain blessings performed over the body can prevent the corpse from rising as a vampire.
• Burying the corpse face-down may not prevent the corpse from becoming a vampire, but supposedly prevents him from rising out of his grave.
Zombie: Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie.
 
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Voadam

Legend
Book of Beasts Legendary Foes

Book of Beasts Legendary Foes
Pathfinder 1e
Deific Guard: As the pharaohs of long ago ascended to godhood, they took their royal guards with them. Deific guards, as they were known, were mummified guardians left behind to protect the remains of the pharaoh or those that ascended into Abaddon with the ancient ruler. These warrior-priests are the unliving incarnation of the ancient pharaoh they once served.
Only dwarves were chosen as deific guards in life, and they still retain some of their dwarf racial abilities in undeath.
Jack-in-Irons: Most scholars explain a jack-in-irons to the uneducated as a ghost that inhabits chains. While that explanation is close, it is not entirely accurate. A jack-in-irons is no mere ghost, but rather the spirit of a great general, powerful mercenary or bloody murderer that was tortured and died having been drawn and quartered. Instead of the spirit reforming as its own entity or turning into a haunt, it inhabits the chains that ripped apart its body and now uses them to inflict the same fate on others.
Memory of Rage: When a person is tortured, bled, and tormented for years on end, the restless spirit left behind is no mere ghost. All that is left of this poor creature is the memory of its rage.
Shadow of the Void: A shadow of the void is an ancient shadow that burns with cold power, standing ready to suck out the life of any living creature it encounters. Many scholars consider a shadow of the void to be death incarnate, sent by the gods of death to be the last thing ever seen by their living victims.
Skeletal Storm: This deadly whirlwind of bones is believed to be the result of a failed attempt to create a lich.

Shadow Greater: If a creature is slain by a shadow of the void’s blightfire, icy fragments of the creature remain and it rises as a greater shadow.
A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds.
Banshee Witch 12: Bloody Bonnie is the spirit of an elven woman who was murdered by her philandering noble husband. When she violently confronted him about his infidelity, he clawed out her eyes and threw her from the highest tower of his castle. Three nights later, on the eve of the lord’s hasty marriage to his latest mistress, Bonnie’s spirit rose from the grave and slaughtered him, his bride, and his entire court.
Ravener Wyrm Magma Dragon: Considered by other dragons to be insane to the point of being unhinged, Jaliktaj is given a wide berth by his living kin. In life he was a powerful spellcaster and devourer of all that lived in his lands. When a group of adventurers came prepared to bring him to an end, he released an imprisoned lich on the condition that it would turn him into a ravener.
Lich Aasimar Sorcerer 13 Dragon Disciple 6: ?
Ghost Cyclops Rogue 9: ?
Zombie Juju Dark Stalker Antipaladin 19: Tza’doran and the dark cleric Razalia were lovers, serving their blasphemous demi-god together. When a group of adventurers put Tza’doran to the sword, Razalia escaped with the dust that was once her lover’s body and raised her as her servant.
 
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Voadam

Legend
Malevolent and Benign

Malevolent and Benign
Pathfinder 1e
Autmnal Mourner: Autumn mourners are the lingering spirits of the neglected dead. 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.
Autumnal mourners arise from the bodies of the unburied and forgotten dead.
While the potential for autumnal mourners exists in every land, only the forest and woods’ seasonal changes, as experienced by their deciduous plant life, generate their creation.
Avatar of Famine: Being a follower of the god of famine comes at a high toll, especially for those who strive to be its avatar. In order to become an avatar of famine, a tomb must be built and at least 500 sentient creatures sacrificed in the tomb. Their lives are not taken by violence however. They are closed into the tomb and die one by one of starvation. The last to die of starvation becomes the avatar of famine, bound to the tomb and that which they were created to guard.
Bone Sovereign: Bone sovereigns are terrible amalgamations of skeletons whose animating enchantments coalesce to form a single, self-aware undead entity.
Cadaver: Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).
Dark Voyeur: A dark voyeur’s affinity for mirrors is caused primarily by its link to one special mirror, the mirror that reflected its death and trapped a portion of its departing soul within its glass.
Foul Spawner: ?
Gray Lady: Many a seaman 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.
A gray lady is the shade of a woman who died heartbroken and alone waiting for the return of a loved one from across the sea.
Harbinger: If a paladin dies in a state of disgrace without having atoned, there is a 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.
Haze Horror: 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.
Some sages claim that there are haze horrors in the terrible northern climes whose touch is deathly cold and who appear as mists upon glaciers and in ice caverns.
Hearth Horror: A hearth horror is the ghost of a dead place, horribly corrupted by evil and obsessed with restoring itself to its former glory. Hearth horrors are typically houses, although they can be groves, caverns, or even enormous castles or complexes. Hearth horrors may come in many shapes and sizes, but they all have one thing in common: their physical form has collapsed, decayed, or been destroyed.
A hearth horror cannot form just anywhere. It forms in a location where great or terrible events have taken place. The horror takes on the personality and alignment of the events that happened there and is typically evil.
The heart of the hearth horror is formed when blood from victims spills upon the soil and sinks deep into the ground. The clot slowly grows in size over the years until it gradually forms into a heart buried in the earth beneath the area of the original construction.
Hellscorn: Hellscorns are the undead manifestations of vitriolic hate that only spurned love can engender. Hellscorns predominantly appear as they did in life; however all hellscorns still bear the open wounds dealt by their capricious lover. Phantasmal blood incessantly pours from the gaping punctures and slashes staining the spirit’s burial garb. In a similar vein, hellscorns killed by poison continuously froth and foam at the mouth, indefinitely regurgitating the toxin responsible for their death.
Inscriber: It has been said that the search for knowledge can be a soul-consuming pursuit. The unfortunate case of the inscribers proves the saying’s literal truth. Every inscriber was once a living scholar who obsessed over a certain field of study. Some inscribers devoted their lives to particulars of occult lore, while others strove to catalog every species of plant in existence or to learn the secrets of creating perfect wine. Regardless of their missions, they shared the same end: after death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.
Lostling: A creature reduced to 0 points of Wisdom from a lostling's wisdom drain falls into a deep, nightmare-plagued slumber. As a result of this catatonic state, the unfortunate victim eventually dies from starvation or thirst. Creatures dying in this manner transform into lostlings within 1d3 days.
Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.
Neverlasting: 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.
Sabulous Husk: Sabulous husks are walking corpses filled with sand, the dry and leathery remains of an unfortunate killed in the desert. They have no intelligence of their own and are animated through the will of the desert itself, being mere containers for the scourging sand within.
Skelton Black: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers brought back from the dead by dark powers.

Undead: A deadwood’s power over the undead is awe-inspiring. Its influence over a forest is so strong that the body of any animal or person who falls dead within miles of a deadwood rises as undead creatures, which will most likely spend the rest of their existences guarding the deadwood.
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.
Ghoul: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any
animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Ghoul Ghast: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any
animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any
animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
Zombie: The deadwood exerts its foul influence to a radius of 300 feet for every 2 HD of the tree. Any
animal, giant, humanoid, or monstrous humanoid corpse within this range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. Corpses of humanoids with 2 or 3 class levels are instead turned into ghouls, while those with 4 or more class levels are instead turned into ghasts.
 
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Voadam

Legend
Midgard Bestiary Pathfinder RPG Edition

Midgard Bestiary Pathfinder RPG Edition
Pathfinder 1e
Bone Collective: ?
Darakhul: Darakhul are born when a creature is infected with darakhul fever and survives the experience largely intact. Some necromancers and others claim that it is possible to improve the chances of survival by deliberately infecting oneself, then eating only living flesh. The only person who claims to have succeeded with this method was a necromancer named Uldar Ingreval, long since exiled from the Arcane Collegium.
“Darakhul” is an acquired template that can be added to any corporeal dragon, fey, giant, humanoid, magical beast, or monstrous humanoid creature.
A creature that dies while infected with darakhul fever must make an adjustment check (see sidebar). If its check is high enough, it rises as a darakhul rather than as a standard ghoul within an hour.
A humanoid who dies of an imperial ghoul’s ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of an iron ghoul’s ghoul fever rises as a ghoul or darakhul at the next midnight.
Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls and ghasts into darakhul.
Drowned Maiden: Drowned maidens are piteous but terrifying undead created when a woman meets her end in water due to a doomed romance, whether from a quiet suicide over unrequited love or the violent hands of a philandering partner.
Ghoul Bonepowder: The bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a destroyed mummy or the remnants of a vampire burned by sunlight. Unlike those undead, ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among ghouls, using hunger as a form of torture is considered offensive to the ways of the Imperium. Which isn’t to say that it never happens. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.
Ghoul Imperial: ?
Ghast Imperial: ?
Ghoul Lacedon Captain: Typically bosun’s mates, lieutenants, and captains of sailing vessels while alive.
Ghoul Iron: ?
Ghast Iron: ?
Lich Hound: The dark process of creating a lich hound involves a perverse ritual of first summoning a celestial canine and binding it to the material plane. The hound’s future master then murders the trapped beast. Only then can the creature be animated in all its unholy glory.
Putrid Haunt: They are the shambling remains of individuals who, either through mishap or misdeed, died while lost within a vast swampland.
Caustic Haunt: Some corpses lie for so long, the rot turns the surroundings acidic. Chemical reactions or the leaching of magic into the transforming corpse results in the manifestation of a coating of protective slime.
Malodorous Haunt: ?

Ghoul: Dying while infected with Darakhul Fever.
A humanoid who dies of an imperial ghoul’s ghoul fever rises as a ghoul or darakhul at the next midnight.
A humanoid who dies of an iron ghoul’s ghoul fever rises as a ghoul or darakhul at the next midnight.
Ghast: Dying while infected with Darakhul Fever.
Dread Ghoul: Dying while infected with Darakhul Fever.
Dread Ghast: Dying while infected with Darakhul Fever.

Darakhul Fever
When consulting this table, the infected creature must roll an adjustment check to determine how accustomed the creature becomes to its new incarnation. Use the creature’s Fortitude bonus as the modifier for this check.
Creatures that do not make at least a DC 10 do not become ghouls. The disease kills them. This provides the ultimate penalty for trying and failing to enter the ghoul’s kingdom as one of them, and it makes it possible for evil creatures to deliberately infect themselves, and optimize their chances with bear’s endurance, belt of mighty constitution, and the like.
ADJUSTMENT CHECK
DC ROLL RESULT
10–16 Ghoul
17–20 Ghast
21–26 Dread Ghoul
27–30 Dread Ghast
31+ Darakhul
 
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