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Undead Origins

Voadam

Adventurer
One of the things I like about Undead in D&D is the variety of circumstances that lead to the different undead. I like to use these as game story elements and a bit of world building/cosmology.

I thought it would be neat to create a list of the varieties from the sources I have for reference purposes.

I plan to update the second post with cumulative information as I go and add individual posts for various sources after that.

The second post has become too big to update, so I broke it down into more manageable subsections starting here: Page 17.

If you see I've missed something please point it out, thanks.
 
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Voadam

Adventurer
Cumulative Listing by source

Pathfinder [sblock]
Pathfinder Bestiary [sblock]
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death. (Undead Revisited)
The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time). (Undead Revisited)
Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world. (Undead Revisited)
No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world. (Undead Revisited)
Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers. (Undead Revisited)
A dead body or spirit animated by an evil power. (Beginner's Box)
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. (Malevolent and Benign)
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. (Malevolent and Benign)
Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. (Tome of Horrors 4)
A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died—a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. (Pathways 23)
At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type. (Wayfinder 7)
Devourer: Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation.
Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted. (Undead Revisited)
Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them. (Undead Revisited)
Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair. (Undead Revisited)
Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse. (Undead Revisited)
Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers. (Undead Revisited)
They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness.
Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes. (Undead Revisited)
Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature. (Dunes of Desolation)
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination. (Dunes of Desolation)
In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door. (Dunes of Desolation)
Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse. (Advanced Bestiary)
Create Greater Undead spell, caster level 20th or higher.
Ghost: When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost.
"Ghost" is an acquired template that can be added to any living creature that has a Charisma score of at least 6.
More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity. (Classic Horrors Revisited)
Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual. (Classic Horrors Revisited)
Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead. (Beginner's Box)
The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse. (Dunes of Desolation)
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. (Freeport Companion Pathfinder RPG Edition)
Ghost Human Aristocrat 7: ?
Ghoul: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast.
As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. (Pathfinder Bestiary 4)
A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. (Bestiary 5)
Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad. (Classic Horrors Revisited)
Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur. (Classic Horrors Revisited)
Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course. (Classic Horrors Revisited)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)
Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
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. (Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters)
Dying while infected with Darakhul Fever. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an imperial ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of a legionnaire ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an iron ghoul's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
A humanoid who dies of an iron ghoul captain's ghoul fever rises as a ghoul or darakhul at the next midnight. (Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean)
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. (Malevolent and Benign)
The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls. (Monsters of Porphyra)
As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control. (Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. (Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)
Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)
A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)
Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)
A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)
A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)
A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfiner 9)
Create Undead spell, caster level 11th or lower.
Ghoul Ghast: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. A humanoid of 4 Hit Dice or more rises as a ghast.
In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.
It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts. (Classic Horrors Revisited)
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts. (Classic Horrors Revisited)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. (Advanced Bestiary)
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. (Malevolent and Benign)
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.(Mythic Mastery Mythic Nabasu and Shadow Demons)
A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast. (Mythic Realms)
Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. (The Genius Guide to Simple Monster Templates)
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)
A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. (Tome of Horrors 4)
Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). (Pathways 18)
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. (Pathways 18)
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia. (Advanced Bestiary)A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Pathways 55)
A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 8)
A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. (Wayfinder 9)
Create Undead spell, caster level 12th to 14th.
Ghoul Lacedon: ?
Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck. (Classic Horrors Revisited)
Boggard, Merfolk: These races always spawn into lacedons. (Classic Horrors Revisited)
Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds. (Cerulean Seas beasts of the Boundless Blue)
Creatures reduced to 0 levels by a toothwraith emerge as lacedons (aquatic ghouls) at the next high tide. (Monster Menagerie Oceans of Blood)
Lich: The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster's life-force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death, and as long as his phylactery remains intact he can continue on in his research and work without fear of the passage of time.
The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster's soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster's transformation are left to the GM's discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul. The only way to get rid of a lich for sure is to destroy its phylactery.
Each lich must create its own phylactery by using the Craft Woundrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.
"Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Powerful spellcasters who bind their souls into valuable artifacts called phylacteries. (Undead Revisited)
Liches are spellcasters who bind their souls into special receptacles called phylacteries. (Undead Revisited)
Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living. (Undead Revisited)
One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality. (Undead Revisited)
It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love. (Undead Revisited)
The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve. (Undead Revisited)
Lich Human Necromancer 11: ?
Mohrg: Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.
The spirits of serial killers and those who exult in the taking of life. (Undead Revisited)
Those who exult in the needless taking of life sometimes return to the world after death as mohrgs. (Undead Revisited)
Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies. (Undead Revisited)
There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath. (Undead Revisited)
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death. (Undead Revisited)
Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie. (Undead Revisited)
Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead). (Undead Revisited)
All mohrgs have been cursed into their condition—either by the gods or by a spellcaster. (Undead Revisited)
Create Undead spell, caster level 18th or higher.
Mummy: Mummies are created through a rather lengthy and gruesome embalming process, during which all of the body's major organs are removed and replaced with dried herbs and flowers. After this process, the flesh is anointed with sacred oils and wrapped in purified linens. The creator then finishes the ritual with a create undead spell.
Although most mummies are created merely as guardians and remain loyal to their charge until their destruction, certain powerful mummies have much more free will. The majority are at least 10th-level clerics, and are often kings or pharaohs who have called upon dark gods or sinister necromancers to bind their souls to their bodies after death—usually as a means to extend their rule beyond the grave, but at times simply to escape what they fear will be an eternity of torment in their own afterlife.
Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning. (Classic Horrors Revisited)
What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution.
Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy, granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities. (Classic Horrors Revisited)
While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies. (Classic Horrors Revisited)
Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist. (Classic Horrors Revisited)
Created to guard the tombs of the honored dead. (Beginner's Box)
Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. (Southlands Campaign Setting)
Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. (Southlands Campaign Setting)
Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more.
Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. (Southlands Campaign Setting)
Create Undead spell, caster level 15th to 17th.
Shadow: A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities. (Undead Revisited)
Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves. (Undead Revisited)
Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold. (Undead Revisited)
As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer. (Undead Revisited)
On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner). (Undead Revisited)
Death at the hands of a shadow means becoming one. (Undead Revisited)
Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey. (Undead Revisited)
Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead. (Classic Horrors Revisited)
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)
A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds. (Book of Beasts Monsters of the Shadow Plane)
Create Greater Undead spell, caster level 15th or lower.
Shadow Greater: Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims
A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow. (Undead Revisited)
Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. (Advanced Bestiary)
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows. (Advanced Bestiary)
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. (Book of Beasts Legendary Foes)
A living creature slain by a shadow of the void becomes a greater shadow in 1d4 rounds. (Book of Beasts Legendary Foes)
Create Greater Undead spell, caster level 19 with Shadow Walk spell. (Undead Revisited)
Skeletal Champion: "Skeletal Champion" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
A skeletal champion cannot be created with animate dead—these potent undead only arise under rare conditions similar to those that cause the manifestation of ghosts or via rare and highly evil rituals.
Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)
Create Undead spell, caster level 11 with Enervation or Energy Drain spell. (Undead Revisited)
Skeletal Champion Human Warrior 1: ?
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic.
"Skeleton" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds. (Bestiary 5)
Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)
Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living. (Beginner's Box)
This skeleton is an undead creature animated by magic to perform single-minded tasks. (Behind the Monsters Omnibus)
A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)
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. (Malevolent and Benign)
A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim. (Monster Menagerie Kingdom of Graves)
Animate Dead spell.
Bonewarped Eternity disease. (Pathways 51)
Skeleton Human Warrior 1: ?
Skeleton Bloody: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Skeleton Burning: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies. (Undead Revisited)
Spectre: Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.
Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife.
Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil. (Undead Revisited)
Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres. (Classic Horrors Revisited)
Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder. (Book of Beasts Monsters of the Shadow Plane)
Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres. (Creepy Creatures Bestiary of the Bizarre)
Create Greater Undead spell, caster level 18th to 19th.
Vampire: “Vampire” is an acquired template that can be added to any living creature with 5 or more Hit Dice.
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days.
The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires. (Classic Horrors Revisited)
Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death. (Advanced Bestiary)
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. (Liber Vampyr)
A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. (Monster Menagerie Kingdom of Graves)
Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)
After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. (Wayfinder 5)
Vampire human sorcerer 8: ?
Vampire Spawn: A vampire can elect to create a vampire spawn instead of a full-fledged vampire when she uses her create spawn ability on a humanoid creature only. This decision must be made as a free action whenever a vampire slays an appropriate creature by using blood drain or energy drain.
The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)
Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves. (Classic Horrors Revisited)
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn. (Classic Horrors Revisited)
Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. (Tome of Horrors 4)
Wight: Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds.
Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. In some cases, a wight arises when an evil undead spirit permanently bonds with a corpse, often the corpse of a slain warrior.
Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession. (Undead Revisited)
The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch. (Undead Revisited)
Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator. (Undead Revisited)
More tragically, wights can also arise spontaneously. (Undead Revisited)
Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die. (Undead Revisited)
More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom. (Undead Revisited)
But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners. (Undead Revisited)
Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate. (Undead Revisited)
Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained. (Undead Revisited)
Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered. (Undead Revisited)
A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration. (Undead Revisited)
A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell. (Undead Revisited)
Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds. (Undead Revisited)
Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds. (Advanced Bestiary)
Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight. (Beasts of Legend Coldwood Codex)
Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds. (Creepy Creatures Bestiary of the Bizarre)
Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds. (Mor Aldenn Creature Compendium)
Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. (Wayfinder 15)
Create Undead spell, caster level 14 with Enervation spell. (Undead Revisited)
Wight Brute: Giants that are killed by wights become hunchbacked, simple-minded undead.
Wight Cairn: Some societies deliberately create these specialized wights to serve as guardians for barrows or other burial sites.
Wight Frost: Wights created in cold environments sometimes become pale undead with blue-white eyes and ice in their hair.
Wraith: A humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Wraiths are undead creatures born of evil and darkness.
Wraiths, much like spectres, arise from souls tainted by evil lives. (Undead Revisited)
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds. (Undead Revisited)
The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil. (Classic Horrors Revisited)
The dread wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)
The wraith creature's create spawn ability creates only wraiths. (Advanced Bestiary)
Create Greater Undead spell, caster level 16th to 17th.
Wraith Dread: A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith.
Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. (Bestiary 5)
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)
Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. (Tome of Horrors 4)
Zombie: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead).
Dead bodies animated through foul necromantic rituals. (Classic Horrors Revisited)
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living. (Classic Horrors Revisited)
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well. (Classic Horrors Revisited)
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage. (Classic Horrors Revisited)
Zombies are the animated corpses of dead creatures. (Beginner's Box)
A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body. (Creepy Creatures Bestiary of the Bizarre)
Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. (Creepy Creatures Bestiary of the Bizarre)
In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies. (Dunes of Desolation)
Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds. (Freeport Companion Pathfinder RPG Edition)
Any creature slain by a nosferatu’s energy drain attack immediately rises as a zombie. (Liber Vampyr)
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. (Malevolent and Benign)
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. (The Genius Guide to Simple Monster Templates)
Animate Dead spell.
Zombie Human: ?
Zombie Fast: Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control.
Anyone who dies from juju fever rises as a fast zombie at the next midnight. (30 Variant Dragons)
Vermin killed by a cave fisher mohrg rise immediately as fast zombies. (Advanced Bestiary)
A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie. (Fell Beasts Volume 2)
Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies. (Monster Menagerie Pumpkin Stalker)
Zombie Plague: Anyone who dies while infected with zombie rot rises as a plague zombie in 2d6 hours.
Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours. (Book of Beasts Monsters of the Shadow Plane)[/sblock]

Bestiary 2[sblock]
Attic Whisperer: An attic whisperer spawns as the result of a lonely or neglected child's death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child's neglect.
Create Undead spell, caster level 13 with Crushing Depair and Fear spells and corpse of a child. (Undead Revisited)
Banshee: A banshee is the enraged spirit of an elven woman who either betrayed those she loved or was herself betrayed.
Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm. (Undead Revisited)
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. (Book of Beasts Legendary Foes)
The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. (Tome of Horrors 4)
Create Greater Undead spell, caster level 20 with Fear and Wail of the Banshee spells and the corpse of a female elf. (Undead Revisited)
Bat Skaveling: Skavelings are the hideous result of necromantic manipulation by urdefhans, who create them from mobats specially raised on diets of fungus and humanoid flesh. Upon reaching maturity, urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and guardians.
Bodak: A humanoid slain by a bodak's death gaze rises as a bodak 24 hours later.
When mortal humanoids find themselves exposed to profound, supernatural evil, a horrific, occult transformation can strip them of their souls and damn them to the tortured existence of a bodak.
A 20th-level spellcaster can use create greater undead to create a bodak, but only if the spell is cast while the spellcaster is located on one of the evil outer planes (traditionally the Abyss).
Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience. (Undead Revisited)
When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks.
Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer. (Undead Revisited)
If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately. (Undead Revisited)
Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough. (Undead Revisited)
Bodaks are extraplanar undead created when living beings are touched by great evil. (Advanced Bestiary)
The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil. (Forgotten Foes)
Bodaks are evil undead created when a humanoid dies in the presence of absolute evil. (Forgotten Foes)
Create Greater Undead spell, caster level 20 corpse must be cast in the Abyss. (Undead Revisited)
Crawling Hand: Some say the origins of the crawling hand lie in the experiments of demented necromancers contracted to construct tiny assassins. Other tales tell of gruesome prosthetics sparked to life by evil magic, which then developed primitive sentience and vengefully strangled their hosts.
Create Undead spell, caster level 11 severed hand of a medium or smaller humanoid. (Undead Revisited)
Crawling Hand Giant: ?
Create Undead spell, caster level 14 with Enlarge Person spell and severed hand of a large or larger humanoid. (Undead Revisited)
Crypt Thing: Necromancers and other spellcasters create them.
A 15th-level spellcaster can create a crypt thing using create undead. The spell also requires the creator or an assistant to be able to cast teleport, greater teleport, or word of recall (or provide this magic from a scroll or other source).
They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so. (Forgotten Foes)
Create Undead spell, caster level 16 with Teleport spell (Undead Revisited)
Draugr: These foul beings are usually created when humanoid creatures are lost at sea in regions haunted by evil spirits or necromantic effects.
The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs. (Dunes of Desolation)
Any humanoid slain by a doomed derelict becomes a draugr. (Wayfinder 8)
Create Undead spell, caster level 12. (Undead Revisited)
Draugr Captain: ?
Dullahan: Terrifying reapers of souls, dullahans are created by powerful fiends from the souls of particularly cruel generals, watch-captains, or other military commanders.
Create Undead spell, caster level 17 with decapitated humanoid corpse. (Undead Revisited)
Dullahan Greater: ?
Nightshade: Nightshades originate in the deepest voids at the planar juncture of the Plane of Shadow and the Negative Energy Plane, where reality itself ends. Here lies a vast adumbral gulf where the weight of infinite existence compresses the null-stuff of unlife and the tenebrous webs of shadow-reality into matte, crystalline plates and shards of condensed entropy. Many fiends seeking the power of ultimate destruction have sought this place, hoping to harness its power for their own ends, but the majority discover the power of distilled entropy is far greater than they bargained for. Their petty designs are washed away as they become one with the nothing, with first their minds and then their bodies being remade, forged no longer of living flesh but of the lifeless, deathless matter of pure darkness incarnate. Recast into one of a handful of perfected entropic forms (some whisper, forged by a dark being long imprisoned at the uttermost end of reality), these immortal fiendish spirits still burn with the freezing fire of insensate evil, but are now distilled and refined through the turning of ages to serve entropy alone. To say that nightshades form from the necrotic flesh and transformed souls of powerful fiends is technically correct, but the transformation that these foolish paragons of evil undergo is even more hideous than such words might suggest.
While the majority of nightshades are the product of such fiendish arrogance, this is by no means the only source for these powerful undead creatures. Many nightshades commit themselves to the harvesting of immortal souls of every race and loyalty, casting their broken and shattered bodies into the negative voidspace, where the residue of their divine essence slowly precipitates and congeals in the nighted gulf. Whatever their origin, in this heart of darkness all souls embrace destruction. When a critical mass of immortal soul energy is reached, a new nightshade is spawned. The souls of mortals lost to the negative plane are drawn up and reborn as undead long before becoming co-opted within the gulf; mortal spirits are the servants of the nightshades, but only the essence of immortality can provide the spiritual fuel to ignite the fire of their unlife.
Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet. (Undead Revisited)
Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead. (Undead Revisited)
Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil. (Undead Revisited)
They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends. (Undead Revisited)
Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place. (Undead Revisited)
The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being. (Undead Revisited)
Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings. (Undead Revisited)
Nightshade Nightcrawler: ?
Nightshade Nightwalker: ?
Nightshade Nightwave: ?
Nightshade Nightwing: ?
Poltergeist: A poltergeist is an angry spirit that forms from the soul of a creature that, for whatever reason, becomes unable to leave the site of its death. Sometimes, this might be due to an unfinished task—other times, it might be due to a powerful necromantic effect. Desecrating a grave site by building a structure over the body below is the most common method of accidentally creating a poltergeist.
It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings. (Dunes of Desolation)
The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. (Pathways 22)
A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. (Pathways 22)
Ravener: Most evil dragons spend their lifetimes coveting and amassing wealth, but when the end draws near, some come to realize that all the wealth in the world cannot forestall death. Faced with this truth, most dragons vent their frustration on the countryside, ravaging the world before their passing. Yet some seek a greater solution to the problem and decide instead to linger on, hoarding life as they once hoarded gold. These foul wyrms attract the attention of dark powers, and through the blackest of necromantic rituals are transformed into undead dragons known as raveners.
"Ravener" is an acquired template that can be added to any evil true dragon of an age category of ancient or older.
The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon. (Undead Revisited)
While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days. (Undead Revisited)
Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead. (Undead Revisited)
The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers. (Undead Revisited)
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. (Book of Beasts Legendary Foes)
Ravener Red Wyrm: ?
Revenant: Fueled by hatred and a need for vengeance, a revenant rises from the grave to hunt and kill its murderer.
Totenmaske: Consumed by the same lusts and excesses that led them in life, the souls of some sinners rise as totenmaskes, drinking the flesh and memories of living creatures and even stepping into their lives to once more pursue their base desires.
A totenmaske can be created from the corpse of a sinful mortal by a cleric of at least 18th level using the create greater undead spell.
Create Greater Undead spell, caster level 18 caster must be a cleric. (Undead Revisited)
Winterwight: The winterwight is an undead horror born from the coldest depths of the negative energy plane. Infused with the dark, cold magic that permeates this realm of death, the winterwight takes the form of a skeleton coated in armor of jagged ice.
Witchfire: When an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires.
Create Greater Undead spell, caster level 19 with corpse of a hag. (Undead Revisited)
Zombie Juju: A juju zombie is an animated corpse of a creature, created to serve as an undead minion, that retains the skills and abilities it possessed in life.
"Juju zombie" is an acquired template that can be added to any living corporeal creature.
A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds. (Advanced Bestiary)
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. (Book of Beasts Legendary Foes)
Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural. After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant. (Dunes of Desolation)
Create Undead spell, caster level 11 with Enervation or Energy Drain spell. (Undead Revisited)
Zombie Juju Human: ?
Zombie Void: An infected creature who dies from an Akata's void death rises as a void zombie 2d4 hours later.
A humanoid killed by void death becomes a void zombie. [/sblock]

Bestiary 3[sblock]
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the path to the afterlife, trapped in a state between life and death.
Allips are the undead souls of those who took their own lives out of madness and insanity. (Undead Revisited)
Souls of the insane too hate-crazed and vicious to find their ways to the afterlife. (Classic Horrors Revisited)
Create Greater Undead spell, caster level 15 with Insanity spell. (Undead Revisited)
Baykok: When hunters become utterly obsessed with the chase and indulge excessively in the savagery of the kill, their souls become progressively tainted. When such remorseless hunters perish before they can capture and kill their quarry, they sometimes rise from death as baykoks.
Berbalang: ?
Bhuta: A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires.
Deathweb: A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive.
Demilich: In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich's physical form succumbs to decay over the centuries. In time, only the lich's skull remains intact. Yet the bonds of undeath keep the lich's remains from final dissolution. Vestiges of the lich's intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich's will to live strengthen the skull, rendering it harder than any steel. The lich's greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich's eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich's body decays, the lich's intellect returns to its phylactery as normal. However, the skull rejects the return of the lich's consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich's remains are destroyed or scattered (for example, by wandering adventurers), the lich's phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich's remains survive unperturbed, the phylactery's magic fails catastrophically, releasing the lich's soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich's soul to transform it into a demilich. The lich's soul itself either is utterly destroyed, reaches its final reward or punishment, or is condemned to wander the edges of the multiverse forever.
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich's body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich's phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich's mind is doomed to wander until the end of days.
Demilich Awakened: Under exceptional conditions, a lich's full consciousness survives its transformation into a demilich, or a lich's wandering intellect manages to return to its jeweled skull.
Dybbuk: A dybbuk is a misplaced soul who has eluded judgment because of a some great transgression or a pitiful suicide.
Ecorche: ?
Festrog: A festrog is an undead abomination spawned when a creature is killed by a massive release of negative energy (perhaps due to planar bleeding, the destruction of a potent artifact, or even certain magical attacks by powerful undead), and then mutilated by an outside force, such as the scavenging of wild animals.
Ghul: Ghuls are undead jann whose eternal existence was twisted by fate and wrought through the displeasure of Ahriman, Lord of the Divs.
Graveknight: Undying tyrants and eternal champions of the undead, graveknights arise from the corpses of the most nefarious warlords and disgraced heroes—villains too merciless to submit to the shackles of death.
"Graveknight" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.
Some warriors are too arrogant to die. (Undead Revisited)
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife. (Undead Revisited)
Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence. (Undead Revisited)
Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities. (Undead Revisited)
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his
afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built. (Undead Revisited)
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible. (Undead Revisited)
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures. (Undead Revisited)
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.
Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul. (Undead Revisited)
Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers. (Undead Revisited)
Graveknight Human Fighter 10: ?
Guecubu: Often when a particularly evil criminal is executed, suspicious folk fear that the criminal's remains might rise from death to continue to plague the living. To combat this possibility, many mobs or rural justices take to the practice of burning the bodies, grinding the bones, and scattering the remains in the wild. Yet in the case of particularly evil criminals, even these steps are in vain, for their will is enough to reassemble a body from earth, stone, roots, and plants drawn from the region into which the remains were scattered.
Hollow Serpent: Crafted from the shed skins of great snakes by serpentfolk necromancers and other foul spellcasters.
A hollow serpent is a difficult undead to create—most of them were crafted by a long-forgotten god of the serpentfolk and not by mortal spellcasters at all. The exact methods by which a mortal might create a hollow serpent are obscure, but most scholars have come to the conclusion that the use of powerful artifacts or the aid of a demigod may be required for such a feat.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
While most huecuvas arise when a god rejects a heretic priest's soul, forcing the slain to rise as horrible undead, a huecuva can also be created with create undead. The caster must be at least 11th level, and the body to be transformed must have been an evil cleric in life. The spell can be used to create a huecuva using the body of a nonevil cleric, but doing so requires a DC 20 caster level check.
Create Undead spell, caster level 11 with corpse of a cleric. (Undead Revisited)
Manananggal: ?
Pale Stranger: Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity.
Penanggalen: Unlike most undead, the penanggalen is more akin to the lich in that she willfully abandons both her mortality and morality to become a hideous undead monster. While penanggalens are traditionally female spellcasters, any creature capable of performing the vile ritual of transformation can become one.
Similar to a lich, a creature works toward becoming a penanggalen. More than one such transformation ritual exists, but all require heinous acts that symbolize the casting aside of kindness, benevolence, and any semblance of feelings other than cruelty. Many of these rituals call for the repeated consumption of blood, bile, tears, and other fluids drawn from captured and tortured innocents.
"Penanggalen" is an acquired template that can be added to any living creature with 5 or more Hit Dice
When a penanggalen slays a female humanoid via blood drain, and if that slain humanoid had at least 10 Hit Dice in life, that slain humanoid rises as a manananggal at the next sunset.
Penanggalen Human Witch 5: ?
Sea Bonze: Sea bonzes are formed from the combined despair and horror of death at sea, such as when a ship sinks and its entire crew drowns. No single restless soul empowers a sea bonze—it combines the anger and doom of all who die in such close proximity.
Tzitzimitl: Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation.
Vampire Jiang-Shi: A jiang-shi is created when a restless spirit does not leave its corpse at the time of death, and is instead allowed to fester and putrefy within. At some point during the body's decomposition, the thing rises in its grotesque form and seeks living creatures to feed upon.
"Jiang-shi" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Most jiang-shis were once humans, but any creature that undergoes specific rites can acquire the template.
Vampire Jiang-Shi Human Monk 5: ?
Yukki-Onna: A yuki-onna is the restless spirit of a woman who froze to death in the snow and was never given a proper burial.
Zuvembie: Most zuvembies willingly performed the vile rituals to attain vengeance through unlife, but the transformation can also be wrought upon a helpless victim. The method of transforming into a zuvembie involves the creation and consumption of a vial of oil of animate dead, plus the performance of additional dark rites that take a day to perform and cost 3,000 gp. The ritual kills the target, who must make a DC 20 Will save. Failure results in the victim's death, while success means it reanimates as a free-willed zuvembie. [/sblock]

Bestiary 4[sblock]
Bakekujira: Sometimes, a whale that dies after days of anger and pain arises as an undead monstrosity known as a bakekujira.
Beheaded: 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 air walk or fly spell. Beheaded can be created with additional abilities from the list below. Creating a variant beheaded counts as 1 additional Hit Die toward the caster's maximum Hit Dice of controlled undead.
Ectoplasmic Creature: Once a spirit has passed to the afterlife, it seldom wishes to return at all, let alone in a disfigured ectoplasmic body. Spirits that aren't powerful enough to come back as ghosts or spectres sometimes return as ectoplasmic monsters, particularly when there are no remains of the creature's original body for its soul to inhabit in the form of a skeleton or zombie.
"Ectoplasmic" is an acquired template that can be added to any corporeal creature (other than an undead)
Ectoplasmic Human: ?
Festering Spirit: A humanoid creature killed by a festering spirit's Constitution damage becomes a festering spirit under the control of its killer in 1d4 days. Giving the corpse a proper burial (or cremation) prevents it from becoming a festering spirit.
A festering spirit arises when a vile person's corpse is put in a mass grave, or when such a person is buried, exhumed, and placed in a charnel house or ossuary. The lingering hatred and evil of the dead mixes with the worst remnants of dozens of other people, creating a frustrated incorporeal shade of sickness, hate, and rot. Powerful mortals might arise as multiple festering spirits, each spawned from a different aspect of the original creature's personality.
Gaki: When an especially jealous or greedy evil person dies, it sometimes returns as a gaki.
Gallowdead: Some tyrants execute criminals, traitors, or those who dare insurrection on the end of hooked and spiked chains. Leaving the criminal to painfully hang and rot sends a message to those who would dare commit the same crimes. Sometimes such savage deaths have a strange and terrible consequence: the victim rises, grabs the instrument of its execution, and becomes a servant of those who condemned it.
Gashadokuro: Gashadokuros are enormous skeletons that come into being as a result of mass starvation. The victims of such a tragedy fuse together into an undead colossus that continues to hunger even in death.
Gearghost: Formed from the unquiet soul of a thief wrenched from life by a wicked trap
Geist: A geist is formed when an exceptionally evil humanoid is killed by a haunt and proves too tenacious to submit to death's call.
Gholdako: A gholdako is a dreadful undead cyclops created by the foul priests and necromancers of a fallen cyclops empire thousands of years ago.
Gholdako Greater: ?
Harionago: A harionago is formed when an innocent woman is murdered in some unspeakable fashion. She rises, twisted by the injustice of the crime against her, into an unnatural and bloodthirsty horror that hunts unsuspecting victims while trying to sate an everlasting lust for revenge.
Isitoq: A spellcaster can create an isitoq from the head of a Small or Medium corpse that has at least one intact eye. The head must be animated as a 1 Hit Die undead using animate dead (this counts toward the total HD animated by the spell and the total HD the caster can control), followed by casting clairaudience/clairvoyance or locate object to establish the sensory connection, and air walk, fly, levitate, or wind wall to give it the ability to fly. When these spells are finished, one of the head's eyes pulls itself free of its socket and becomes an isitoq. The rest of the head remains part of a corpse.
Mummified Creature: Many ancient cultures mummify their dead, preserving the bodies of the deceased through lengthy and complex funerary and embalming processes. While the vast majority of these corpses are mummified simply to preserve the bodies in the tombs where they are interred, some are mummified with the help of magic to live on after death as mummified creatures.
To create a mummified creature, a corpse must be prepared through embalming, with its internal organs replaced with dried herbs and flowers and its dead skin preserved through the application of sacred oils. Unlike with standard mummies, a mummified creature's brain is not removed from its skull after death. Injected with strange chemicals and tattooed with mystical hieroglyphs, a mummified creature's brain retains the base creature's mind and abilities, though the process does result in the loss of some mental faculties. Once this process is complete, the body is wrapped in special purified linens marked with hieroglyphs that grant the mummified creature its new abilities (as well as its weakness). Finally, the creator must cast a create greater undead spell to give the mummified creature its unlife.
"Mummified creature" is an acquired template that can be added to any living corporeal creature.
Mummified Gynosphinx: ?
Necrocraft: 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.
In order to create a necrocraft, a spellcaster must use at least five undead creatures (or their corpses), all of which must be under the creator's control, helpless, or slain. A larger undead or corpse can be used in place of two that are one size smaller. The creator must stitch, glue, or otherwise bind the parts together in the desired configuration, then cast animate dead and make whole to complete the construction (the material component cost of animate dead is 50 gp per Hit Die of the final necrocraft). The creator can't create a necrocraft with more Hit Dice than her caster level. As with animate dead, the necrocraft is under the creator's control when created. Note that creating a necrocraft requires casting a spell with the evil descriptor.
Size HD CP CR Number of Undead Required
Medium 4d8 2 3 5
Large 7d8 3 5 10
Huge 10d8 4 7 25
Gargantuan 14d8 5 9 50
Colossal 18d8 6 11 100
Phantom Armor: Created from blood-spattered armor infused with the souls of betrayed knights or fallen soldiers.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 12th to create a guardian phantom armor.
Phantom Armor Giant: Arising from the armored remains of towering humanoids.
Phantom armors are created using the spell create undead. Creating a phantom armor requires a corpse wearing a suit of heavy armor. The corpse is destroyed in the phantom armor's creation. A magic-user must be at least caster level 15th to create a giant phantom armor.
Pickled Punk: Grotesque curiosities, pickled punks are deformed, often-humanoid fetuses raised by necromancers and stored in jars of embalming fluid.
Sayona: Stories of their origins claim that the first sayona was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover's children, then killed herself.
Shredskin: A shredskin is a wretched undead creature created either when a humanoid is skinned alive to be preserved as a trophy or otherwise killed in a terrifying way that leaves much of its upper half unharmed, such as being dissolved feet-first in acid. A fragment of the creature's soul animates the skin and seeks vengeance on those who created it, all the while trying to find a comfortable body for it to use as it did when it was alive.
Vampire Nosferatu: Unable to create others of their kind, as they somehow lost that ability long ago.
"Nosferatu" is an acquired template that can be added to any living creature with 5 or more Hit Dice.
Vamire Nosferatu Human Rogue 9: ?
Warsworn: Warsworns are massive undead amalgams, their ever-shifting, chaotic bodies composed of countless slain soldiers and their armor and weapons.
A warsworn forms by the will of a god or goddess of undeath or war, or spontaneously from the bloodlust and wrath of a battlefield of dead soldiers.
Zombie Lord: "Zombie lord" is an acquired template that can be added to any corporeal creature (other than undead) that has a minimum Intelligence of 3.
Zombie Lord Human Monk 3: ?

Ghoul: When a sayona kills a humanoid or fey of Medium or Small size with its absorb blood or blood drain ability, the victim rises 24 hours later as a ghoul with the advanced creature simple template and the blood drain ability. [/sblock]

Bonus Bestiary[sblock]
Allip: Those who fall prey to madness and take their own lives sometimes find themselves lost on the paths to the afterlife, trapped in a state between life and death.
Huecuva: Huecuvas are the risen corpses of heretical clerics who blasphemed and renounced their deities before meeting death.
Most huecuvas arise when a god rejects a heretic priest’s soul, forcing the slain to rise as horrible undead, but this is not the only way a huecuva can come into being. A huecuva can be created using create undead. The caster must be at least 11th level and the spell normally uses the body of an evil cleric. The spell can be used to create a huecuva using the body of a good cleric, but this requires a DC 20 caster level check. Creating a huecuva in this way is considered to be one of the most heinous things that can be done to a cleric that has passed away. The faithless aura of huecuvas created from the bodies of good clerics in this way grants a +4 profane bonus on Will saves to resist channeled energy and any effects based off that ability.[/sblock]

Bestiary 5[sblock]
Bone Ship: Formed from the collective consciousnesses of dead sailors bound within the bleached bones of giant aquatic creatures.
The creation of a bone ship can occur in many different ways. Some bone ships arise as servants of evil gods, pawns to their vile wills. Certain powerful necromantic rituals can also create bone ships. Such rituals typically require those performing them to sacrifice dozens of humanoid creatures and trap the victims' souls. Other bone ships result from ships being destroyed in horrific and catastrophic events. The souls of the sailors who died in such a disaster, unable to find peace, slowly form a bone ship on the ocean's bottom before rising to the surface to take vengeance on the living.
Caller in Darkness: A caller in darkness grows from the psychic remains of a creature with psychic sensitivity that died a violent death, its restless spirit compelled to visit upon others the horrors that it suffered before dying.
Crone Queen: Crone queens are unique and deadly creatures formed from the frozen remains of Baba Yaga's daughters.
Cursed King: Pharaohs punish disloyal subjects in horrific ways, especially usurpers, rebel leaders, and false prophets who attempt to subvert the order of the nation and the loyalty of the ruler's other followers. After torture and decapitation, the rebels' souls are bound back into their mutilated bodies, transforming them into mummified mockeries of ambition and authority that exist for eternity in unliving agony.
Death Coach: ?
Duppy: A duppy is the spirit of a cruel and brutal sailor who died by violence on land, away from his ship and crew, and thus was unable to receive a proper burial at sea.
Fext: ?
Ghoul Leng: A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Gravebound: Gravebound are hateful creatures formed when the souls of people who were buried alive return, animating grave dirt to form new bodies.
Grim Reaper: As silent as the grave and as inevitable as time, grim reapers are more akin to forces of nature than individual beings, being nothing less than personifications of grim, violent death.
Grim Reaper Lesser Death: It is whispered among dark cabals and occult fellowships that the first soul unshackled from its mortal coil faced its final judgment with scorn and defiance. This creature was so outraged by the metaphysical order of the multiverse that it became a kind of rogue deity dedicated to the ending of all other lives. Particularly powerful creatures killed by this unforgiving deity become the servants of their slayer, spreading death wherever they wander. The least powerful of these lethal servants are called lesser deaths.
Kurobozu: Kurobozus, also called black monks, are jealous undead that arise when a monk dies under circumstances that violate the precepts of his or her monastic training.
Leechroot: Leechroots emerge from the remains of plants poisoned by the blood-drenched soils of war-torn forests. Chaotic intertwinings of rotten roots, these monstrosities quickly spread their curse, soaking other dead plants in their sap to spawn horrid offspring.
Leechroot Hivemind: Sometimes a network of leechroots can reach a state of sentience, creating a creature called a leechroot hivemind.
Mummy Lord Human Cleric 9: ?
Mummy Lord: Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot.
"Mummy lord" is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature) that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils,and other mummification materials.
Mummy Swamp: Strangled into unlife in the filth and muck of the deep mire, swamp mummies haunt the festering depths of isolated, desolate fenlands.
Some swamp mummies are cursed by dark powers to return to unlife, while others are the victims of sacrifices or criminal executions in which the bodies were thrown into a peat bog. The nature of the death and the emotional power of the victim are both contributing factors as to whether or not the victim crawls from its swampy grave as a swamp mummy.
Nemhain: A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. Often, a devoted priest or ally volunteers herself and her (often unwitting) kin for transformation into a nemhain in order to continue protecting her home even beyond her death. The blasphemous rituals used to create nemhains are often believed to have been lost.
Pharaonic Guardian: Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity.
Plagued Horse:
Plagued Beast: Created only by the most evil and egotistical pharaohs, pharaonic guardians are elite protectors of tombs and other monuments. Much like the grand buildings they inhabit, pharaonic guardians are the product of fear and sweat wrung from slaves and other servants. To make one, a pharaoh uses rare arcane processes to draw out the souls of obedient servants, capturing both their fear of death and fear of eternal damnation should they disobey their god-rulers. The pharaoh then blends these essences together into towering, animal-headed warriors whose only purpose is guarding a royal location for eternity.
When animals are stricken with demon plague, they may arise as undead and further spread the disease.
"Plagued beast" is an acquired template that can be added to a living, corporeal creature with an Intelligence score of 1 or 2.
Polong: Polongs are the spirits of murderers who have been magically bound to a bottle.
Saxra: ?
Tiyanak: Born of tragedy and sorrow that have warped into hatred and fury, tiyanaks are formed from the souls of infants or young children that died near locales tainted with strong necromantic energies or demonic presences. The young soul blends with the corrupted energies, birthing a stunted and mocking apparition of the deceased, obsessed with devouring nearby sentient life.
Undigested: Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead.
Undigested Swarm: Undigested are the animate slurry of the indigestible parts of a humanoid creature. They come into being when a giant beast that swallowed its prey alive is slain by unspeakable necromantic arts. A primal shard of the beast's sentience is ripped from it during the agonizing moments of its death, animating the gelatinous humanoid remains within its stomach into an ooze-like undead creature which hungers to inflict its digestive fate upon others. If the beast was digesting multiple creatures, this phenomenon results in undigested swarms instead.
Vukodlak: Vukodlaks spawn from the malignant spirits of powerful, intelligent, wolflike creatures such as worgs, winter wolves, or werewolves. Often they arise from such creatures that—through desperation or depravity—fed on undead flesh or drank the blood of a vampiric creature. Their blackened souls arise after death, twisting their bodies into monstrous shapes.
Wyrmwraith: Wyrmwraiths arise from the souls of powerful dragons who refuse to accept death or have an irrational fear of moving on to an afterlife.

Ghoul: A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Skeletal Champion: Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds.
Skeleton: Any creature that dies within 60 feet of a saxra must succeed at a DC 30 Will save or rise as a skeleton (or skeletal champion if it has an Intelligence score of 3 or more) in 1d4 rounds.
Wraith Dread: Any humanoids slain by a wyrmwraith become dread wraiths in 1d4 rounds. [/sblock]


Inner Sea Bestiary[sblock]
Apostasy Wraith: When the souls of the followers of the Living God Razmir reach Pharasma’s Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance.
Charnel Colossus: A charnel colossus is an amalgam of scores, even hundreds, of individuals who, upon death, chose to be interred under special ritual circumstances with others of like mind. This allowed them to feed their individual life experiences into an undying corporation of the collective whole.
Petrified Maiden: Petrified maidens are the remains of the army of warrior women led by the pirate queen Mastrien Slash in her failed invasion of southern Geb. The wizard king Geb himself cursed the warriors, turning them to stone and creating what is now known as the Field of Maidens. While a petrified maiden appears at first glance to be a construct, it has in fact been animated by the restless undead spirit of the warrior maiden it once was. The nature of Geb’s curse remains mysterious even today—it is simply known that occasionally the spirits of the slain inhabit their stony corpses and lurch to vengeful unlife.
Spellscarred Fext: The abominable undead known as Spellscar fexts are formed by wayward spellcasters who perish in the sprawling badlands of the Mana Wastes, their bodies and souls perverted by the unpredictable primal energies that surge throughout the Spellscar Desert.
The unnatural and corruptive transformations a fallen victim undergoes as it turns into a Spellscar fext render its body hard and especially resilient to the magical energies of most spellcasters. In a peculiar twist, the same corruptive energy that causes spells to bounce off of Spellscar fexts’ hides also strangely renders them susceptible to glass and glass-based weapons.
Vampire Vetala: Vetalas are said to be the spirits of children “born evil,” who never received burial rites upon their deaths. Sometimes one of these evil spirits takes hold of a corpse—not necessarily its own—which becomes its anchor to the mortal world.
“Vetala” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). [/sblock]

Undead Revisited[sblock]
Desert Mohrg: A desert mohrg rises from a violent criminal who has been executed via torturous means in arid, hot environments, typically methods designed to kill through exposure and draw out the criminal’s expiration. Being affixed to a rock, tree, or other object and being buried up to the neck and left to bake in the sun are both methods that can result in the creation of desert mohrgs.
Fleshwalker Mohrg: When a criminal is executed through methods that leave no physical mark upon the body (such as by poison or a death effect), and then the corpse is preserved via a gentle repose spell, a fleshwalker mohrg is the result.
Frost Mohrg: A frost mohrg’s genesis is similar to that of a desert mohrg—a violent criminal that is executed via lingering exposure to the elements, only in this case, in a cold environment.
Mohrg-Mother: Perhaps among the most perverse category of mohrg arises when the executed murderer is also pregnant with child.
Demonic Mohrg: In a few tragic cases, a mass murderer or serial killer pursues his vile compulsions not due to psychological reasons, but because he is possessed by a demonic spirit that forces him into the role of a killer. Disembodied demonic spirits like these are fond of using mortals as hosts in this way, for if the host is captured and publicly executed while still being possessed by the demon, it can arise from beyond the grave as something more than a mere mohrg—these creatures return as demonic mohrgs
Nightshade Nightskitter: ?
Ravener Nightmare: The ritual to become a nightmare ravener requires bargaining with powerful entities from the nightmare dimension of Leng or with deities of nightmares like Lamashtu.
Ravener Thassilonian: The runelords of Thassilon, particularly the necromancer Zutha, often traded their powerful magical secrets to dragons in return for a period of servitude while the dragons lived. When this period ended, the runelord would aid the dragons in making the transition from living to undead. The methods for these rituals still exist in certain Thassilonian ruins, and are invariably guarded by the raveners who used the rituals to transcend their own mortality.
Shadow Distorted: ?
Shadow Hidden One: ?
Shadow Plague: Victims of this supernatural disease, shadow blight, quickly weaken and die, at which point they spawn new plague shadows to further spread the contagion.
Upon death, the victim of shadow blight becomes a plague shadow.
Shadow Shadetouch: ?
Shadow Vanishing: Shadows dwelling in a place of strong negative energy or with a connection to the Shadow Plane can develop the ability to shadow slip through the Shadow Plane.
Allip Scribbling: ?
Spectre Corpulent: Ancient spectres that are able to satisfy their all-consuming rage by engaging in perpetual, gluttonous feasts upon the living undergo a startling transformation, growing in size and strength as their incorporeal bulk oozes and writhes around them in miasmal folds, appearing as an obese, ghostly humanoid.
Wraith White: Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness.
Wight Dust: Just as wights that rise from the dead in frozen environments can become infused with the dangerous qualities of their harsh environs, dust wights carry in their desiccated, crumbling frames the scorching punishment of the searing desert.
Wight Mist: ?
Wight Lord: Where typical wights rise from a wide variety of individuals, wight lords rise from the bodies of despotic rulers or ruthless generals.
A wight lord can rise from the remains of any cruel or sadistic leader, but those who were higher than 11th level when they perished retain some of their previous life’s knowledge—although not all of it. When this occurs, subtract 11 from the creature’s previous number of class levels to determine the total number of class levels the wight lord possesses.

Undead: Those tragic souls transformed by evil from beyond the mortal world or cursed by their actions in life to rise again after death.
The spells animate dead, create undead, and create greater undead account for methods by which spellcasters can create a wide range of undead creatures—but the options granted by these spells are limited. With the GM’s permission, these can be adjusted to allow for the creation of additional types of undead. Doing so requires additional material components and spells (additional spells are cast as part of the casting time of the undead creation spell, but do not extend that spell’s casting time).
Bodak: Unfortunate creatures who witness acts of unspeakable planar evil and have their bodies destroyed and remade by the experience.
When mortals venture to the utmost depths of unforgiving planes, they sometimes come across knowledge so terrible or witness events so horrifying that their very souls are consumed, killing them and then reanimating them as the weird, smoke-eyed creations called bodaks.
Yet for some, bearing witness to true horror and supernatural evil does more than twist their minds—it ravages their souls to such a degree that they are themselves transformed. Requiring evil far beyond that normally found among mortals, this rare transformation occurs when unprepared mortals venture deep into those extraplanar spaces where humanity was not meant to tread—the deepest hiding holes of the evil planes. In these repositories of unholy knowledge, things are seen that cannot be unseen, and which indelibly stain the souls of the foolish. The creatures that emerge from these places are mortal no longer.
If a victim lacks the will to break a bodak's gaze, he is quickly overwhelmed by its power and dies shortly thereafter—the transformation into another bodak begins immediately.
Scholars and theologians have long debated the exact nature of these strange undead, positing that it’s the very act that creates a bodak—witnessing some evil and hideous occurrence beyond all mortal capacity for understanding—that gives unholy life and purpose to these creatures. In some sense, the bodak is the very manifestation of such an act, a curse upon the living, its life force scarred to such a degree that only causing others to gaze into its eyes and share its agony gives it some sort of relief. Most researchers believe that mundane evil is not enough, arguing that only traumatic deaths in the darkest pits of the planes are pure enough to form a bodak, with the creature’s animating energy being drawn from the evil Outer Planes where it met its fate. Yet others insist that it’s not the place that causes the transformation, but rather the purity of the evil and horror involved, thus making it possible for an ordinary human (or, more likely, a summoned demon) to spark the transformation, provided the horrors it shows to the victim are heinous enough.
Create Greater Undead spell, caster level 20 corpse must be cast in the Abyss.
Devourer: Only the bravest and most powerful adventurers dare step beyond the boundaries of the known planes, into whatever darkness lies beyond. Most who do so never return—yet some, especially the evil ones, come back changed and twisted.
Information about this otherness is almost completely unavailable, with even the gods seemingly deaf to most questions, yet there are always a few who to decide to see for themselves. When powerful fiends and evil spellcasters undertake this quest, some come back and report nothing but vast expanses of ... well, nothing. Others don’t return at all. Yet some—the foulest ones, or those who become lost beyond the multiverse’s reaches—find something out there that changes them.
Though devourers never discuss just who or what they’re talking to, many suspect their madness rises from a lingering connection to whatever sinister, alien entity or force made them what they are, and the devourers themselves sometimes let apparent titles slip, with appellations like the Dire Shepherd or the Wanderer Upon the Stair.
Devourers’ origins are shrouded in mystery. While spellcasters may create them through the usage of create greater undead spells, exactly what occurs during these rituals is unclear, and it’s possible that devourers are more called into being than physically created—certainly it’s more than just a simple matter of animating a corpse.
Unlike many other forms of undead, devourers do not form spontaneously, nor do they breed or spawn. Rather, they begin as either one of two creatures: a terribly evil mortal spellcaster or an actual fiend. Those of either category who find themselves lost in the hinterlands of the cosmos sometimes return as devourers.
They do not find their rebirth, their unholy transfiguration, in a specific place or plane. Rather, far beyond the knowledge and sight of mortals or outsiders, they experience some sort of transformative gnosis, realizing some infectious idea that simultaneously destroys and recreates them with a new form and a new hunger. Whether or not there might be something out there that actively calls to them, compulsively drawing them to its presence and making them into what they are, is anyone’s guess, yet it would explain why only evil outsiders and spellcasters seem to be susceptible, and also potentially why the strange mannerisms of the devourers who return to the planes seem more than simple madness.
Those devourers created (or potentially called from elsewhere) by magic share all the traits and madness of their transformed kin, a fact that has confused spellcasters for generations. Some scholars have pointed out that specific details of these magical rituals have certain traits in common across all schools of magic and faith, leading some to believe that the ability to create devourers may have been introduced long ago as a single spell, perhaps provided by whatever malign forces lurk beyond the planes.
Graveknight: Battlefield champions of ultimate cruelty whose depraved acts bind them to their armor for all eternity.
Some warriors are too arrogant to die.
The lust for battle and sheer will to win allow some truly evil and vile warriors to shrug off their final defeat. Through methods that remain poorly understood, the vengeful spirit of such a fearsome combatant sometimes forms a bond with its armor that permits it to simply refuse death, its spirit lingering long past when it should have gone on to its eternal punishment in the afterlife.
Unlike liches, graveknights almost never plan this return from their last battle. It happens, seemingly spontaneously and at random, to people totally unprepared for an undead existence.
Graveknights are born of defeat, and it is their rage at such an end that allows them to return, attempting to erase their failure through greater triumphs and atrocities.
While most graveknights arise spontaneously from the armor of sadistic warlords and fallen champions, there are methods by which evil men and women can deliberately transform themselves into these powerful undead lords, in much the same way some spellcasters seek to become liches. The process by which a hopeful graveknight makes the deliberate transformation is neither simple nor cheap. The character must first live and lead a life of wanton cruelty, winning great glory and power over the course of several violent conflicts (and achieving a minimum of 9th level in any character class, with an evil alignment for all 9 levels). When he achieves this goal, he may craft the suit of armor that will serve him in his
afterlife as his graveknight armor—this must be heavy armor, although its exact type is irrelevant. The creator must also be proficient in the armor’s use. The armor itself must be of exceptional quality and crafting, requiring the finest of materials and artisans. Even the forge upon which the armor is to be crafted must be of exceptional quality. The overall cost of these components is 25,000 gp—this amount is over and above any additional costs incurred in making the armor magical. An existing suit of armor (including magic armor) can serve as the base suit upon which these 25,000 gp of enhancements are built.
Once the armor is complete, the hopeful graveknight must don the armor and then seek out a powerful evil patron to sponsor his cruelties—this patron can be a mortal tyrant, a hateful monster, a demonic god, or similar power. Once the graveknight-to-be secures a patron, he must engage upon a crusade in that patron’s name. This crusade must last long enough for the graveknight to achieve two additional levels of experience, during which he must wear his armor whenever possible.
Upon completing this final stage of his quest for undeath (and a minimum character level of 11th), the sadist has finally neared the end of his long path to eternal undeath. The last stage in becoming a graveknight is to construct a pool, pit, or other large concavity, into which the graveknight must place 13 helpless, good-aligned creatures of his own race, who must be sacrificed by the graveknight or his patron using acid, cold, electricity, or fire. The graveknight must wear his armor during these sacrifices, and within a minute of the last sacrifice, the graveknight must take his own life using the same form of energy, after which his body and armor must be destroyed by that form of energy. The pit within which the entire ritual took place must then be filled with soil taken from graves that have spawned undead creatures.
Once this final step is taken, the graveknight-to-be has a 75% chance of rising as a graveknight. This chance rises by 1% per point of Charisma possessed by the graveknight-to-be at the time of his death. Additional factors can increase this chance as well, at the GM’s discretion.
Whenever sufficiently evil warriors or similar sorts of beings die at the hands of a foe, there is a chance that they might return as graveknights.
Heavily armored warriors are most likely to arise as graveknights, perhaps because the complete shell of metal or other materials assists in trapping the soul.
Urgathoa claims graveknights as her children just as she does all undead. Her priests and other high servants maintain that she is the mysterious agency that actually calls them back from the grave, while the goddess herself gives more confusing and potentially contradictory answers.
Lich: Powerful spellcasters who bind their souls into valuable artifacts called phylacteries.
Liches are spellcasters who bind their souls into special receptacles called phylacteries.
Drawing on the powers of their faith or dark knowledge, the greatest spellcasters of the world transcend the boundaries of life through mysterious techniques unknown to the living.
One does not become a lich by accident or stumble into this form of undeath through misadventure. A lich is not a puppet, a blood-mad monster, or an accident of rage or despair. The lich is instead a creature of design and ultimate will, carefully and rationally planning its transition from life into undead immortality.
It is not merely force of will that propels one to lichdom, nor is it the simple desire to avoid death, though these are certainly factors in the mindset of the would-be lich. Instead, those who would follow the path of the undying mind must seek out tomes of forbidden magic and lost lore. Though the initiates might not be evil when they begin, the process under which they become liches drives them slowly into the arms of corruption—the focus they must develop drives out all other concerns, including the civilized needs of friendship and love.
The final and most important aspect of a lich’s transformation involves creating a new home for its soul called a phylactery—this is often something strong and impressive, such as a gem or box of unparalleled quality, though almost any object can serve.
Mohrg: The spirits of serial killers and those who exult in the taking of life.
Those who exult in the needless taking of life sometimes return to the world after death as mohrgs.
Some mohrgs were bloodthirsty warriors who slew as many as they could on the battlefield, others cold and calculating murders who selected their victims with delicate care, but nearly all mohrgs lived and died as mortal humanoids who delighted in the deaths of their fellow beings. A few mohrgs, however, are created from the remains of innocents by spellcasters (using the create undead spell), who are driven mad by being deprived of a peaceful death and then watching the transformation and slow decay of their own bodies.
There are two means of becoming a mohrg: by spell or by deed. A dead creature subject to a create undead spell might find herself transformed into a mohrg. Likewise, a humanoid who has killed many over the course of his life—or even just a few, if he is particularly unrepentant about the lives he’s taken—could awaken to discover that he has not yet passed to the afterlife, but arisen to undeath.
A mohrg is as much a product of the method of its execution as it is an undead manifestation of one who, in life, was a murderous criminal or warmonger. At times, unusual methods of execution can trigger equally unusual mohrgs. The extreme nature of these executions are such that these variant mohrgs are only rarely created by accident—more often, they are deliberate creations by officials who themselves dabble in necromancy and may in fact be as vile as those they put to death.
Once per day, a mohrg-mother can choose to animate a recently slain victim as another mohrg instead of as a fast zombie.
Sages’ opinions differ on the origins of mohrgs, and on the specific conditions that result in the existence of individual specimens of their undead type. One prevailing theory among those who study the unliving maintains that Urgathoa selects a number of the darkest souls awaiting sorting and judgment by Pharasma and takes them as her due, corrupting them with a touch and returning them to the world to spread the seed of undeath in an inexorable plague over the Material Plane. While some claim that the souls that become mohrgs are so abhorrent that the Lady of Graves actually rejects them, wiser heads understand that such is not the nature of Pharasma’s judgment, and suspect that it’s either the work of the Pallid Princess or some terrible process that occurs before the souls ever leave their corpses (as is the case with many other forms of undead).
All mohrgs have been cursed into their condition—either by the gods or by a spellcaster.
Nightshade: Colossi formed in the lightless spaces where the Shadow Plane and Negative Energy Plane meet.
Where the Shadow Plane meets the Negative Energy Plane, evil and darkness hold sway in vast and lightless gulfs. When a fiend succumbs to the ravages of this environment, the ensuing death can be the catalyst for creating one of the most powerful undead.
Nightshades are creatures beyond categorization, things made from darkness and malice, yet not truly natives of either the Shadow Plane or the Void. Born of a corruption of both planes in the lightless reaches where the planar boundaries break down, they are twisted and warped by evil.
They form from the twisted souls of those fiends and outsiders who, seeking greater mastery over negative energy and the dreaming gulfs of darkness where the Shadow Plane and Negative Energy Plane meet, are themselves overcome and twisted beyond recognition, turned into servants of the planes’ own nihilistic ends.
Nightshades are born when one or more outsiders—typically fiends—are lost or cast down into the adumbral depths where the Shadow Plane and Negative Energy Plane become a void like the darkest ocean trench, one of the places where reality ends. The death of the immortal becomes a catalyst for a reaction in which the planes seem not to twist the original creature so much as birth a new entity in its place.
The creation of something as powerful and dire as a nightshade requires the spirit of an immortal being.
Although four primary types of nightshades are known to exist, some sages speculate that they might all be the same species of creature in different life stages. Other scholars instead hold that they are distinct subtypes of the same creature, formed in the same manner but differing according to the specific component fiends from which they were created. According to this theory, the older and more powerful the fiend or fiends were—their exact species or alignment does not appear to matter—the more powerful the form of nightshade produced, though the combined deaths of multiple fiends produce a nightshade of a type otherwise reserved for the death of a much more powerful one on its own. Even the proponents of this theory, however, have no idea of the exact formulae involved, and the few casters capable of controlling a nightshade are generally more concerned with maintaining their tenuous hold over the undead juggernauts than with such unpragmatic musings.
Ravener: The circumstances that give rise to a ravener are as unique as their appearances. Some barter their very sanity to the madness beyond the Dark Tapestry, others forge bargains with demon lords or the Horsemen of Abaddon, and still others beseech malevolent gods. (Strangely, even lawful dragons make pacts with the lords of Hell only rarely—perhaps raveners find the strings attached to diabolical contracts too convoluted and numerous for comfort.) Yet not all raveners seek aid from more powerful creatures—in fact, doing so often conf licts with the same arrogance that leads dragons to become raveners in the first place. This second group instead finds immortality in much the same way liches do, researching rare and forbidden necromantic spells to create rituals of transformation unique to each dragon.
While some raveners achieve their status through arcane study and necromantic power, others are born of a combination of blasphemous rituals and the malign influence of dark powers. Raveners of this latter group must each seek out an evil patron to feed his or her necromantic rebirth. Each patron requires sacrifices and tribute pleasing to its debased desires. The aspiring ravener must first further the patron’s schemes upon her home world and perhaps others. The dragon might be sent against the patron’s foes, tasked with obtaining lost relics, or made a general among the patron’s mortal followers. In addition, the dragon must show the depth of her resolve. For some dragons, this means slaying their parents, mates, or children; the sacrifice of their most prized treasures; the annihilation of their life’s work; or some other show of commitment. Finally, the ravener must amass sufficient eldritch power to shatter natural laws or the barriers between planes and become the conduit for her patron’s might. Should the dragon falter in her tasks or prove an unworthy vessel for the power of her patron, what remains of her shattered soul languishes in servitude to her patron until the end of days.
Raveners are self-made undead, not created or generated spontaneously in the fashion of weaker undead.
The process by which a dragon becomes a ravener typically involves recruiting dark powers and undertaking necromantic rituals. Some of these rituals incorporate unusual stages that can alter the resulting ravener’s powers.
Shadow: Greedy spirits whose own mean-spirited miserliness shrinks their souls, bringing them back after death as some of the most despicable undead monstrosities.
Not even the grave can stop the greed of some people. Driven by envy and covetousness, those misers and thieves led to evil by their avaricious natures sometimes fade away or return after death as shadows, dark reflections of their former selves.
Rampant covetousness and grasping greed lead some people down the dark path of evil and betrayal, eventually ending in a reprehensible death scene or a lonely expiration. While most such petty and despicable souls travel on to their final rewards the same way everyone else does, in some cases gluttons, misers, and thieves waste away into nothing but shadows—undead things that reach and grab, but cannot hold.
As the victim of a shadow’s touch expires, its own shadow detaches from the corpse, taking on the same half-life as its killer.
On their own, shadows arise from the souls of greedy but lackluster evildoers—those whose crimes are heinous, but who lack the rage of a spectre or the exultation in evil often found in wraiths. The bandit who unemotionally slits her victims’ throats because it’s convenient, the petty diplomat who orders a witch burning to cover up his adulterous affair, and the miserly headmaster who lets orphans starve to save a few coppers all make good candidates for becoming shadows. Yet while such spontaneous transformations do occur, the vast majority of shadows are instead created by magic. Necromancers have long seen the value of relatively weak, pliable, and unambitious undead servants—especially incorporeal ones—and most shadows currently in existence were originally called to undeath by the spell create undead (or else by the life-draining attacks of other shadows created in this manner).
Death at the hands of a shadow means becoming one.
Also fortunate for the living is that although shadows can and sometimes do drain energy from animals or even vermin found in their lairs, only humanoid creatures that fall victim to their touch become shadows themselves. This is because of the nature of the humanoid spirit or soul and the magical similarity between the shadow and its prey.
Shadow Greater: A shadow that has fed on the lives of many victims, or that dwells long enough in a place suffused with sufficient negative energies, may grow in power, becoming a greater shadow.
Create Greater Undead spell, caster level 19 with Shadow Walk spell.
Spectral Dead: Driven by all-encompassing hunger and murderous intent, spectral dead are corrupted souls that refuse to release their hold on the mortal world.
No one knows what plants the seeds of darkness and decay that utterly corrupt the souls of mortals. Some speculate that the prenatal soul, like fruit left too long to ripen on the vine, can sour to malignancy long before its binding to a mortal shell, dooming the creature from birth to a troubled life of anger and deceit and, eventually, to undeath. Others theorize that mortal action alone allows this malignancy to take root, and lives spent unwisely in the service of dark powers corrupt the intangible sparks of divinity that rest in mortal hearts. Still others note that despair and madness—afflictions capable of bringing even the most pious and good-natured people to their knees, through no fault of their own—can lead to the unnatural shackling of a spirit to the mortal world.
Once this metaphorical disease has festered within a soul, it becomes contagious, and some undead are able to pass their despicable gift on to the living, regardless of their victim’s former valor. While the positive energy of mortal humanoids can fight off the curse of undeath while they are still living, those slain by these powerful spirits sometimes have their souls instantaneously consumed by darkness, their corrupted spirits sloughing off their mortal shells to rise as the ghostly spawn of their slayers.
Allip: Allips are the undead souls of those who took their own lives out of madness and insanity.
Create Greater Undead spell, caster level 15 with Insanity spell.
Banshee: Whether created through vile misdeeds in her last moments, a terrible and torturous demise, or some wretched betrayal by her loved ones, a banshee is the vengeful undead spirit of an elven female that seeks only to destroy all those who still tread the mortal realm.
Create Greater Undead spell, caster level 20 with Fear and Wail of the Banshee spells and the corpse of a female elf.
Spectre: Spectres are creatures of insatiable anger, their undeath the result of evil lives and a rage too great to allow them to let go of the mortal world. Arrogant egomaniacs enraged by the insult of their own deaths and murder victims seeking revenge on their captors are prime candidates for transformation into spectres, though such transformations is far more common if the mortals were actively evil.
Wraith: Wraiths, much like spectres, arise from souls tainted by evil lives.
Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.
Wight: Broken corpses hungry for the souls of the living, doomed to their lonely existences through a wide variety of tragedies, malevolence, or unwilling possession.
The origins of wights are highly varied. Some are created through obscure necromantic rites (usually create undead) and bound to the service of necromancers or evil priests. More commonly, wights are simply the unfortunate victims of other wights, the light of their lives turned to a corrupted mockery by the undead’s touch.
Every touch of a wight draws the target farther from life and deeper into death, until the last of its life force ebbs and the target is transformed in an instant into a dreadful thing of suffering and hate, leavened with a tormented enslavement to the will of its creator.
More tragically, wights can also arise spontaneously.
Scholars of the undead use the term “wights of anguish” to describe those whose birth into unlife occurred following a horrible trauma, often both mental and physical, that leaves their bodies broken, their psyches shattered, and their spirits consumed with hate and revenge. The depth of their suffering and the lingering shock are so intense that these unfortunates become enthralled to their own pain, clinging to it with every fiber of their being, crucifying themselves across the threshold of death’s door, unable to truly live but unwilling to truly die.
More sinister are “wights of malevolence,” those who through the depravity of their own benighted souls have earned an eternity of roaming the world, cursed with an eternal hunger that can never be slaked and a ragged weariness unable to ever find rest. Popular legend says those sentenced to such an existence are the truly damned, so vile that Hell itself spat them up rather than take them to its bosom.
But perhaps most frightening are those known as “wights of possession.” These are wights created when an evil undead spirit bonds with a corpse in order to animate it, often choosing its host based on convenience or strength of body. Though the original spirits of these bodies may have long since fled to their just rewards, few things are more horrible for their grieving friends than to see their loved ones’ corpses suddenly come to life and begin slaughtering the mourners.
Wherever humanoids die in utter anguish or are entombed in infamy (or even buried alive as punishment), wights may arise, and once they establish a foothold, they begin to spawn and proliferate.
Wights of malevolence sometimes arise from the unquiet remains of the exceptionally evil. Warlords of unspeakable cruelty may be sealed within barrows in the hope that, should their evil linger and stir even in death, they will be trapped and contained.
Old legends suggest that the treasures of a wight of malevolence are themselves tainted with the wight’s foulness, causing a darkening of spirit and a growing psychosis, leading to murderous paranoia that consumes the victims, and causes them to become wights themselves. Depending on the legend, this fate can be averted by freely giving the wight’s treasures away to others; having them blessed by one of the fey (at whatever price the fey demands); or scattering them in the sunlight for 3 days, allowing anyone to take a portion, and then collecting whatever fate has decreed will remain. Only by breaking the cycle of greed can the wight’s treasure be safely recovered.
A wight’s treasure can become infused with its dark spirit, creating a gnawing, obsessive greed that saps the spirit and life of any creature that claims it. A character that possesses accursed wight treasure gains a number of negative levels equal to the total gp value of the stolen treasure divided by 10,000 (minimum of one negative level). These negative levels remain as long as the creature retains ownership of the treasure (even if this treasure is not carried)—they disappear as soon as the stolen treasure is destroyed, stolen, freely given away, or returned to the wight’s lair. If the treasure is merely sold, the negative levels become permanent negative levels that can then be removed via means like restoration.
A creature whose negative levels equal its Hit Dice perishes and rises as a wight. If the wight whose treasure it stole still exists, it becomes a wight spawn bound to that wight. If not, it becomes a free-willed wight. Removing these negative levels does not end the curse, but remove curse or break enchantment does, with a caster level check against a DC equal to the wight’s energy drain save DC. A wight’s treasure does not confer negative levels while in the area of a hallow spell.
Any humanoid creature that is slain by a wight lord becomes a wight itself in only 1d4 rounds.
Create Undead spell, caster level 14 with Enervation spell.
Attic Whisperer: Create Undead spell, caster level 13 with Crushing Depair and Fear spells and corpse of a child.
Crawling Hand: Create Undead spell, caster level 11 severed hand of a medium or smaller humanoid.
Crawling Hand Giant: Create Undead spell, caster level 14 with Enlarge Person spell and severed hand of a large or larger humanoid.
Crypt Thing: Create Undead spell, caster level 16 with Teleport spell
Draugr: Create Undead spell, caster level 12.
Dullahan: Create Undead spell, caster level 17 with decapitated humanoid corpse.
Huecuva: Create Undead spell, caster level 11 with corpse of a cleric.
Zombie Juju: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Skeletal Champion: Create Undead spell, caster level 11 with Enervation or Energy Drain spell.
Totenmaske: Create Greater Undead spell, caster level 18 caster must be a cleric.
Witchfire: Create Greater Undead spell, caster level 19 with corpse of a hag.
Skeleton Burning: Spawn created by a desert mohrg rise as burning skeletons rather than fast zombies.[/sblock]

Classic Horrors Revisited [sblock]
Ghoul Larger: A giant that succumbs to ghoul fever.
Ghoul Smaller: Small humanoids who become ghouls.
Ghoul Fire Giant: A fire giant ghoul.
Ghoul Frost Giant: A frost giant ghoul.
Ghoul Lycanthrope: While a ghoul cannot become a lycanthrope, a living lycanthrope who succumbs to ghoul fever could rise as a ghoul. In most cases, this transformation removes the lycanthropic curse, resulting in a standard ghoul, but in rare events the resulting monster is a true ghoul lycanthrope.
Skeleton Acid: ?
Skeleton Electric: ?
Skeleton Frost:
Skeleton Exploding: ?
Skeleton Host Corpse: ?
Skeleton Mudra: ?
Skeleton Multiplying: ?
Skeleton Archer: ?
Vampire Aswang: A terrifying breed of vampire typically haunting lands of the distant east, aswangs only arise from female victims.
Vampire Vyrkolakas: ?
Zombie Alchemical: This zombie has been created through alchemical processes rather than necromantic magic.
Zombie Brain-Eating: Anyone killed after being bitten by a brain-eating zombie rises as a brain-eating zombie in 2d6 hours unless the corpse is blessed or similar preventative measures are taken.
Zombie Cursed: Created as the result of a powerful curse rather than through necromantic spells.
Zombie Gasburst: ?
Zombie Host Corpse: ?
Zombie Relentless: ?

Ghost: More than merely wayward souls cast from the cycle of eternity by random chance, the vast majority of ghosts manifest for a purpose—whether one of their own desires or born from the method of their deaths. So-called “ghost stories” often tell of souls lingering upon the mortal world in an attempt to put right some injustice—typically whatever evil led to their deaths—or to prevent some terrible fate. Yet the circumstances leading to the appearance of a ghost need not be so iconic. Although the mysteries of death may never be fully understood by mortals, the most significant requisite in a ghost’s appearance seems to be extraordinary circumstances of trauma surrounding its death. Such a condition need not be a torturous murder or a violent betrayal—the knowledge of a great responsibility or the jeopardized life of a loved one can potentially prove sufficient cause to compel a soul to linger on past its physical capacity.
Aside from personal determination, extreme circumstances might also lead to the formation of ghosts. Tales of unquiet battlefields, ghostly ships, and whole haunted cities typically arise from some manner of terrible collective ordeal. Such conditions must be exceptionally painful or damaging to the mortal mind, as not every fallen fortress or disaster-scoured community results in some mass haunting. While individual ghosts typically require some measure of personal connection, suffering, or desire to bind them to the land of the living, such is lessened for ghosts created en masse. The shared experience of multitudinous lesser horrors are seemingly significant enough to match the singular distress of a lone spirit, allowing large groups of spirits to manifest due to an incident of extreme shared emotion or disturbance that might not provoke the ghostly manifestation of an individual.
Allip: Souls of the insane too hate-crazed and vicious to find their ways to the afterlife.
Shadow: Little more than impressions of wickedness, shadows are the souls of petty villains too fearful of their eternal punishments to pass on to the outer planes, yet too weak-willed to manifest as greater undead.
Spectre: Instances of extreme violence and hatred often give rise to a lesser form of spirit: spectres.
Wraith: The souls of exceptionally malevolent individuals, wraiths are manifestations of true evil.
Ghoul: Myth holds that the first man to feed upon the flesh of his brother was seized by a most uncommon malady of the intestinal tract, and after lingering for days in the throes of this painful inflammation of the belly, he died, only to rise on the Abyss as Kabriri, the first ghoul. Whether the demon lord of graves and ghouls was indeed the first remains the subject of debate among scholars of necromancy, but certainly the methods by which bodies can rise as the hungry dead are myriad.
Necromancers have long known the secrets of infusing a dead body with this vile animating force. With the spell create undead, a spellcaster can waken a body’s hunger and transform it into a ravenous ghoul. Stories abound as well of spontaneous transformations when a man or woman, driven by bleakest desperation or blackest madness, resorts to cannibalism as a means of survival. Whether the expiration that follows rises from further starvation or the death of the will to carry on in light of such atrocity matters not, for when death occurs after such a choice, a hideous rebirth as a ghoul may occur.
Yet the most common route to transformation is through violent contact with other ghouls. Called by a wide variety of regional names (such as gnaw pangs, belly blight, or Kabriri’s curse), this contagion is known in most circles simply as “ghoul fever.” Transmitted by a ghoul’s bite (or, more rarely, through the consumption of ghoulish flesh), ghoul fever causes the victim to grow increasingly hungry and manic, yet makes it impossible to keep down any food or water. The horrific hunger pangs caused by the sickness rob the victim of coordination and cause increasingly painful spasms, and eventually the victim starves to death, only to rise soon thereafter as a ghoul. That those who perish from ghoul fever invariably animate as undead at midnight has long intrigued scholars of necromancy—the general thought is that only at the dead of night can such a hideous transformation complete its course.
Ghoul Ghast: In the Darklands, yet another route to ghoulishness exists—lazurite. This strange, magical ore, thought to be the remnant of a dead god who staggered through the Darklands and left behind black bloodstains upon the caverns of the Cold Hell, appears as a thin black crust where it is exposed. The white veins of rock in which it often forms are known as marrowstone. Lazurite itself exudes a magical radiation that gives off a strong aura of necromancy. Any intact corpse left within a few paces of a significant lazurite deposit for a day is likely to rise as a ghoul or ghast, often retaining any abilities it had in life.
It should be noted that not all who begin the transformation into ghoul become actual ghouls. Particularly hearty humanoids (often those with racial Hit Dice, or who in life were already gluttons or cannibals by choice) often become ghasts.
Bugbear, Lizardfolk, Troglodyte: These races always spawn into ghasts.
Ghoul Lacedon: Lacedons are another variant, ghouls who rise from the bodies of starving humanoids who died from drowning, often as a result of a shipwreck.
Boggard, Merfolk: These races always spawn into lacedons.
Mummy: Like all sentient undead, mummies possess a chthonic vice, one that proves so powerful that it might stretch beyond the veil of natural death. In this case: covetousness. This might seem like a strange distinction, for what undead creature is not possessed by powers or obsessions that act beyond death? Yet in numerous cases involving mummies, the uncovered corpses were not animate upon discovery. No mere trickery, in such situations not only were the remains not animate, but they were not undead before being disturbed. Although research into dark lore reveals that mummies might be created through necromantic magics, those that spontaneously manifest do so as a result of some outside influence—typically the desecration of a burial place, violation of physical remains, or conveyance of some terrible revelation. As such, the attachment between a departed soul and its immortally coveted remains, possessions, or—most intriguingly—philosophies proves so strong that the undermining of these fundaments draws the spirit back across the gulf of mortality to defend that from which its life and death took meaning.
What might provoke a mummy’s resurrection varies widely, though cultural generalities exist. The most important requisite appears to be a lifelong preoccupation with death, typically held by an individual and compounded by his society. Populations who believe in the finality of death or the dissolution of the mortal spirit rarely produce mummies. Even believers in more traditional myths of the afterlife and the one-way progression of souls to a final reward or punishment infrequently breed such horrors. Those societies who tie their eternal rewards to the state of their physical remains or other monuments to their lives and believe that departed spirits might return to interact with the living unwittingly inflict a self-fulfilling curse upon themselves. Should one spend an entire life convinced that death does not sever his connection to the mortal realm, a belief compounded by his survivors who seek to elaborately placate his spirit, events that compromise the individual’s interests in the living world make it possible for the soul to return to seek retribution.
Aside from mummies obsessed with their past lives, a second classification exists: the cursed. Not drawn back to the world by their own vices, these beings have their undead state forced upon them. In the most basic form, necromantic magics empower a corpse with the traits of a mummy,
granting such a creature the abilities of such ancient dead but without the fanaticism that make the most legendary examples so deadly. These creatures prove hate-filled but bestial, knowing only the will to destroy and the whims of their masters. Other cursed mummies typically spawn from excruciating deaths, curses of immortal suffering, and the wrath of ancient deities.
While mummies notoriously haunt the hidden pyramids and buried necropolises of ancient cultures, such locations are not requisite to their resurrection. Most mummies created by powers other than foul magic possess connections to their resting places, perceiving such places as sanctuaries or prisons granted to them by their descendants. The form of such places means little; it is the spiritual connection and the importance the deceased places on such locations that hold significance. Thus, mummies are just as likely to rise from hidden barrow mounds, ancient catacombs, or acres of holy mud as from more majestic tombs. That being said, cultures that place such importance on the dead as to monumentalize the resting places of the deceased predispose themselves to the curse of mummies.
Not just any corpse can spontaneously manifest as a mummy GMs interested in creating mummies resurrected “naturally” (rather than by spells like create undead) should consider the passion and force of will of the would-be mummy. By and large, a corpse should be of a creature with a Charisma of 15 or higher and possessing at least 8 Hit Dice. In addition, it should have a reason for caring about the eternal sanctity of its remains in excess of normal mortal concern. As such, priests of deities with the Death or Repose domains, heroes expecting a champion’s burial, lords of cultures preoccupied with the afterlife, or individuals otherwise obsessed with death or their worldly possessions all make suitable candidates for resurrection as mummies—though countless other potential reasons for resurrection exist.
Vampire: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Vampire Spawn: The ultimate fear of vampires rises from their storied kiss, the bite and telltale marks that spread death and the dark curse of unlife. As the most discussed and feared power of these unliving hunters, vampires’ pronounced fangs draw the blood of the living, allowing the vampire both to feed upon the vital fluid and, more terrifyingly, to create more of its kind from its victims. Though this is not an uncommon trait of the undead, in vampires such corruption finds refinement, affording them the choice of slaying their victims outright or resurrecting them, as either deathless thralls or true vampires.
While most vampires visit their victims night after night, draining them of their vitality little by little, some gorge themselves, drinking away an entire life in a single feast. It is from such deaths that new vampires might arise—though victims physically unfit for the transformation might still resurrect as mere vampire spawn.
Draining blood is not the only way new vampires are created, however. Little known is the fact that the very touch of the vampire can drain one’s power and weaken one’s resolve—a condition that seems to be more a manner of fundamental deterioration than mere physical draining. Rarely used by vampires except in desperate conflicts, as it supplies them with no vital blood, their energy-sapping touch can easily extinguish a life, and from such withering deaths new vampires arise, cursing even the most exceptional souls to an existence as undead slaves.
Vampire Nosferatu: ?
Skeleton: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Skeleton Champion Magus: ?
Zombie: Dead bodies animated through foul necromantic rituals.
The walking dead normally serve as the simple tools of evil priests and wizards who have animated cadavers through the use of spells such as animate dead. While most skeletons and zombies are the products of such necromantic magics, other methods of creating the walking dead have been recorded. Rare alchemical concoctions can rot the flesh or melt it from bone, and give the corpse some semblance of life. Certain powerful curses can also cause a person to rise as a zombie upon death, often to take revenge on those still living.
However, skeletons and zombies have also been known to arise spontaneously, usually as a result of another powerful undead creature nearby. Certain areas with a strong necromantic aura or a history of killing—such as battlefields and long-forgotten sacrificial altars—or places where a significant number of people have died violently, as with a mass grave or the sites of massacre, can spontaneously produce the living dead as well.
Occasionally, a large mixed group of skeletons or zombies spontaneously arises, usually at the site of a particularly bloody battle or other scene of carnage.
Zombie Lord: ?
Zombie Lord Magus: ? [/sblock]

Inner Sea Gods
[sblock]
Mother's Maw: Created from the skull of a fallen titan.[/sblock]

Inner Sea World Guide[sblock]
Daughter of Urgathoa: Within the church of the goddess of undeath, few more coveted stations exist than daughter of Urgathoa, yet no high priest can bestow the title, and no living worshiper can take the role. Rather, daughters of Urgathoa are selected by the fickle goddess herself, chosen from her most zealous and accomplished priestesses only at the moment of their deaths.[/sblock]

Mythic Realms[sblock]
Agmazar the Star Titan: After his destruction at the claws of the kaiju King Mogaro, Agmazar rose as an undead behemoth.
In a cataclysmic battle that wiped out every living creature for miles, King Mogaru slew the invader from the stars and left the body burned and broken, after which he returned to his deep lake lair for a long rest.
King Mogaru, however, didn’t know the alien powers engrafted within the Star Titan—fail-safes created long ago by the Balance, its makers upon the planet Verces, who created it as an ultimate weapon against undead invaders from Eox. If Agmazar were killed, these unholy energies would raise it, not to life that might once again be snuffed out by the undead, but to titanic unlife that would make it an invincible weapon.
Its death activated its failsafe programming.
Arazni: Once the virtuous herald of the god Aroden, the wizard Arazni was raised as a lich by the necromancer Geb.
But even in death Arazni found no comfort. She lay in rest only 67 years before the overzealous Knights of Ozem provoked the witch-king Geb, who raised some of the fallen knights as grave knights and sent them to bring Arazni’s revered remains to him. Not content with her corpse, he infused deathless vitality into her and bound her spirit up in her bones, making her his Harlot Queen.
Kortash Khain: ?
Whispering Tyrant: Slain by a god and risen as a lich.
Tar-Baphon had intended to die by Aroden’s hand all along. His studies had revealed to him that his only true path to immortality lay in undeath. For Tar-Baphon’s last step in becoming a lich beyond compare, he needed to be killed by a god, and Aroden served this purpose. The process sparked by Aroden took time, however, and for 2,307 years Tar-Baphon’s body laid dead in the ground before he returned to grim unlife. The Whispering Tyrant was born.
Ghoul: A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Kortash Khain's ghoul fever rises as a ghoul at the next midnight; a humanoid with 4 Hit Dice or more rises as a ghast.[/sblock]

Osirion Legacy of Pharaohs[sblock]
Pharaonic Guardian: Pharaonic guardians were created when an egotistical Osirian pharaoh used now-lost techniques to ritually draw upon the fear of the countless slaves and servants who built her monuments. When enough of these minions were driven into self-destruction trying to provide for the pharaoh’s decadent demands, she knitted their souls together to create the first pharaonic guardians. [/sblock]

Beginner's Box[sblock]
Undead: A dead body or spirit animated by an evil power.
Ghost: Ghosts are the undead souls of dead people so filled with rage and hate that they refuse to stay dead.
Ghoul: ?
Mummy: Created to guard the tombs of the honored dead.
Skeletal Champion: ?
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic. While they are mindless automatons, the magic that created them gave them evil cunning and an instinctive hatred of the living.
Zombie: Zombies are the animated corpses of dead creatures.[/sblock]

Tome of Monsters[sblock]
Apparition: An apparition is a ghostly visage of someone who died while in the midst of crippling fear.
Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield.
Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches.
Bhoot: A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death.
On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business.
Chindi: A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days.
A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water.
Drekavac: The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday.
Nightmarcher: A humanoid slain by a nightmarcher becomes a nightmarcher the following night.
The cursed spirits of fallen soldiers.
Rusalka: A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka.
Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children.
Not every woman who drowns will become rusalka, nor every child.
Scarecrow: Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation.
Scarecrow Wastrel: These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims.
Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night.
Ziburnis: Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis.
Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night.
“Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.[/sblock]

30 Variant Dragons[sblock]
Fast Zombie: Juju Fever Disease—breath weapon or miasma; save Fort, same DC as the jungle dragon’s breath weapon; onset 1 day; frequency 1/day; effect 1 point of Con damage and 1 point of Wis damage per age category; cure 3 consecutive saves. Anyone who dies from juju fever rises as a fast zombie at the next midnight.[/sblock]

100% Crunch Liches[sblock]
Atrophied Lich: A lich that remains immobile and insensible for extended periods of time can grow atrophied.
Forsaken Lich: The means of attaining lichdom are extremely personal for mortal spellcasters, fraught with misinformation and peril. The smallest miscalculation in the potion of lichdom’s formula or most minute flaw in one’s phylactery can interrupt the process that infuses one’s mortal soul with overwhelming arcane and negative energies. Other times, an inexperienced wizard attempts the transformation, or erroneously consumes a formula produced for another spellcaster, instantly dying from the backlash of potent forces or condemning himself to a terminal but far more terrible end.
In these sorrowful cases, the process traps the soul of the would‐be lich outside a phylactery that will not accept it and a body that has rejected it. The potent arcane forces tampered with by the lich’s failed creation also find themselves unleashed but uncontrolled, surrounding the newly formed abomination, empowering it but also slowly consuming its essence.
“Forsaken lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery. Rarely, a creature unable to create a phylactery stumbles upon this state through tragic ambition.
Awakened Demilich: Under exceptional conditions, a lich’s full consciousness survives its transformation into a demilich, or a lich’s wandering intellect manages to return to its jewelled skull.
Elf Lich Magus 11: ?
Halfling Lich Cleric 11: ?
Human Lich Wizard 11: ?
Human Lich Druid 11: ?
Human Forsaken Lich Cleric 11: ?
Dwarf Lich Oracle 12: ?
Half-Elf Lich Wizard 12: ?
Pugwampi Lich Druid 12: ?
Sylph Lich Sorcerer 12: ?
Demilich: ?
Dhampir Forsaken Lich Wizard 13: ?
Green Hag Lich Wizard 12: ?
Human Lich Cleric 13: ?
Human Lich Magus 13: ?
Serpentfolk Lich Wizard 11: ?
Drider Lich Bard 11: ?
Ghaele Lich: ?
Halfling Lich Bard 14: ?
Half-Orc Lich Oracle 14: ?
Drow Noble Lich Leric 14: ?
Drow Noble Lich Wizard 14: ?
Human Lich Sorcerer 5/Dragon Disciple 10: ?
Human Forsaken Lich Ranger 15: ?
Advanced Serpentfolk Lich Cleric 13: ?
Elf Lich Magus 16: ?
Venerable Half-Orc Lich Druid 16: ?
Human Lich Oracle 16: ?
Puckwudgie Lich Druid 13: ?
Advanced Demilich: ?
Drider Lich Sorcerer 9: ?
Dwarf Lich Cleric 17: ?
Human Lich Wizard 17: ?
Advanced Serpentfolk Lich Wizard 15: ?
Ancient Green Dragon Lich: ?
Elf Lich Wizard 18: ?
Human Lich Bard 18: ?
Human Lich Ranger 18: ?
Nymph Lich Druid 11: ?
Awakened Demilich Oracle 16: ?
Old Red Dragon Lich Sorcerer 2: ?
Serpentfolk Lich Cleric 17: ?
Succubus Lich Sorcerer 15: ?

Lich: The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the idea of becoming a lich is abhorrent to most creatures. The process involves the extraction of the spellcaster’s life‐force and its imprisonment in a specially prepared phylactery—the spellcaster gives up life, but in trapping life he also traps his death.
The quest to become a lich is a lengthy one. While construction of the magical phylactery to contain the spellcaster’s soul is a critical component, a prospective lich must also learn the secrets of transferring his soul into the receptacle and of preparing his body for the transformation into undeath, neither of which are simple tasks. Further complicating the ritual is the fact that no two bodies or souls are exactly alike—a ritual that works for one spellcaster might simply kill another or drive him insane. The exact methods for each spellcaster’s transformation are left to the GM’s discretion, but should involve expenditures of hundreds of thousands of gold pieces, numerous deadly adventures, and a large number of difficult skill checks over the course of months, years, or decades.
An integral part of becoming a lich is the creation of the phylactery in which the character stores his soul.
Each lich must create its own phylactery by using the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp to create and has a caster level equal to that of its creator at the time of creation.
“Lich” is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Demilich: In their endless years of unlife, some liches lose themselves in introspection, and can no longer rouse themselves to face the endless march of days. Still others cast their consciousness far from their bodies, wandering planes and realities far beyond mortal ken. Absent the vitality of the soul, such a lich’s physical form succumbs to decay over the centuries. In time, only the lich’s skull remains intact. Yet the bonds of undeath keep the lich’s remains from final dissolution. Vestiges of the lich’s intellect remain within the skull, and wake to terrible wrath should it be disturbed. Traces of the lich’s will to live strengthen the skull, rendering it harder than any steel. The lich’s greed and lust for power manifest in the growth of gems in its skull. Lastly, though only the barest remnants of the lich’s eldritch might survive, a demilich aroused to anger still retains enough power to flense the very soul from any defiling its final rest.
Most demiliches achieved their state through apathy, not volition. For each decade that a demilich fails to stir itself to meaningful action, there is a 1% cumulative chance that its corporeal body decays into dust, save for the skull. Any return to activity resets the chance of transformation to 0%. Once the lich’s body decays, the lich’s intellect returns to its phylactery as normal. However, the skull rejects the return of the lich’s consciousness, keeping the lich trapped in its deteriorating phylactery for 1d10 years. If during that time the lich’s remains are destroyed or scattered (for example, by wandering adventurers), the lich’s phylactery forms a new body and the intellect leaves the phylactery as normal, returning the lich to life. But if the lich’s remains survive unperturbed, the phylactery’s magic fails catastrophically, releasing the lich’s soul and causing 5d10 points of damage to the phylactery. Regardless of whether or not the phylactery physically survives, the energies released by its failure channel into the lifeless skull of the lich, allowing the last remnants of the lich’s soul to transform it into a demilich.
For wandering liches, the process is similar, but based on the number of decades the lich spends without its intellect returning to its body. While the lich’s body still decays, its mind remains at large, only becoming trapped in the phylactery if the lich tries to return during the period in which its body has failed, but it has not yet become a demilich. Should the lich’s phylactery fail before the wandering lich returns, the skull becomes a demilich, and the lich’s mind is doomed to wander until the end of days.[/sblock]

100% Crunch Skeletal Champions[sblock]
Skeletal Champion: While most skeletons are mindless automatons, some skeletons retain their intelligence and cunning, making them formidable warriors.
“Skeletal Champion” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.
Skeleton: Skeletons are the animated bones of the dead, brought to unlife through foul magic.
Acid Skeleton: ?
Electric Skeleton: ?
Frost Skeleton: ?
Archer Skeleton: ?
Armoured Skeleton: Armoured skeletons are normal skeletons given heavier varieties of armour and weapons to serve as elite troops in undead armies.
Cursed Skeleton: Created as the result of a powerful curse rather than through necromantic spells.
Exploding Skeleton: ?
Magus Skeleton: ?
Mudra Skeleton: ?
Six-Armed Skeleton: ?
Multiplying Skeleton: ?
Under-Equipped Skeleton: Under‐equipped skeletons are normal skeletons with armour and weapons that have the broken quality.
Bloody Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Burning Skeleton: These variant skeletons can be created using animate dead, but they count as twice their normal number of Hit Dice per casting.
Skeletal Champion Dwarf Warrior 1: ?
Skeletal Champion Elf Warrior 1: ?
Skeletal Champion Archer Goblin Warrior 1: ?
Skeletal Champion Goblin Warrior 1: ?
Skeletal Champion Archer Human Warrior 1: ?
Skeletal Champion Human Warrior 1: ?
Exploding Skeletal Champion Kobold Warrior 2: ?
Skeletal Champion Elf Fighter 1: ?
Skeletal Champion Archer Human Ranger1: ?
Skeletal Champion Hobgoblin Fighter 1: ?
Skeletal Champion Orc Barbarian 1: ?
Skeletal Champion Archer Urdefhan: ?
Skeletal Champion Centaur: ?
Skeletal Champion Drow Fighter 2: ?
Skeletal Champion Archer Elf Rogue 3: ?
Skeletal Champion Gnoll Warrior 2: ?
Magus Skeleton Goblin Bard 3: ?
Magus Skeleton Drow Noble Cleric 3: ?
Magus Skeleton Bloody Skeleton Dwarf Cleric 3: ?
Archer Magus Skeleton Elf Wizard 4: ?
Magus Skeleton Human Sorcerer 4: ?
Skeletal Champion Annis Hag: ?
Archer Skeletal Champion Janni Rogue 2: ?
Skeletal Champion Orc 4: ?
Magus Skeleton Archer Urdefhan Wizard 6: ?
Burning Mudra Skeletal Champion Human Rogue 4/Ranger 1: ?
Skeletal Champion Redcap: ?
Skeletal Champion Archer Urdefhan Fighter 4: ?
Skeletal Champion Very Young Blue Dragon: ?
Acid Burning Electric Skeletal Champion Doppelganger Ranger 1: ?
Archer Skeletal Champion Green Hag Rogue 4: ?
Archer Magus Skeleton Urdefhan Cleric 8: ?
Magus Skeleton Centaur Druid 8: ?
Magus Skeleton Human Bard 8: ?
Archer Skeletal Champion Ogre Mage Fighter 1: ?
Skeletal Champion Redcap Ranger 2: ?
Skeletal Champion Doppelganger Rogue 2/Warrior 6: ?
Bloody Magus Skeleton Dwarf Cleric 8: ?
Archer Skeletal Champion Erinyes Fighter 1: ?
Magus Skeleton Rakshasa: ?
Burning Electric Magus Skeleton Doppelganger Ranger 5: ?
Magus Skeleton Green Hag Sorcerer 10: ?
Skeletal Champion Orc Barbarian 9: ?[/sblock]

Advanced Bestiary[sblock]
Blood Knight: Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner.
“Blood Knight” is an acquired template that can be applied to any living creature that is proficient with heavy armor, wears full plate armor, and has blood.
Blood Knight Dwarf Fighter 13 Thrax the Red: Thrax the Red was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with his enemies. When some giants took up residence near his clan’s territory, Thrax provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Thrax led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracted the giants’ warriors. When Thrax dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Thrax’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Thrax had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarven-made armor in which he died.
Dread Blood Knight: Dread blood knights arise from the most evil of warrior despots.
Dread Blood Knight Barbarian 8 Varn: Varn’s died defending his tribe from an onslaught of orc barbarians. As he fell he managed to strike the orc chieftain, a witch of considerable power. His blood mixed with the chieftains, the next night Varn rose as a dread blood knight.
Dread Allip: A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.
“Dread Allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.
A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.
Dread Allip Lunar Naga: Dread allip lunar nagas are created when a lunar naga delves too deep into their explorations of the night sky.
Allip Creature: ?
Otyugh Allip: ?
Dread Bodak: A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, using death effects on a friend seems most likely to create a dread bodak.
Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.
“Dread Bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a death effect.
Any creature killed by a dread bodak’s death wail ability rises as a dread bodak in 1d6 rounds.
Dread Bodak Tyrannosaurus: ?
Bodak Creature: ?
Cyclops Bodak: ?
Dread Devourer: Few know how these dread devourers originated, but some sages speculate that they form as “projections” of creatures from beyond the borders of reality.
“Dread Devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.
Dread Devourer Purple Worm: ?
Devourer Creature: ?
Aboleth Devourer: Aboleth devourers are those aboleth who have tampered in forbidden rituals that went awry. The blowback killed the aboleth, and it reanimated into a horror that seeks to consume the souls of all those it comes across.
Dread Ghast: The first dread ghasts were villains of still broader scope than normal ghasts. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.
“Dread Ghast” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.
Dread Ghast Gnoll Ranger 4 Dermock: ?
Ghast Creature: ?
Shoggoth Ghast The Crawling Rot: ?
Dread Ghost: “Dread Ghost” is an acquired template that can be added to any living creature that has an Intelligence score and a Charisma score of at least 10.
Dread Ghost Medusa Bard 8 Mistress of the Marsh: She was killed one day after trying to take down a local witch. The witch dispatched the medusa and threw her body into the swamp. Days later, the Mistress of the Marsh returned.
Dread Ghoul: Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia; the original dread ghouls were individuals who had exhorted or compelled others to such acts while alive.
“Dread Ghoul” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time. A protection from evil or gentle repose spell cast on the corpse prevents this.
When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. (Pathways 56)
Dread Ghoul Frost Giant: ?
Ghoul Creature: ?
Giant Spider Ghoul: ?
Dread Lacedon: Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.
“Dread Lacedon” is an acquired template that can be added to any living creature.
Any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time. A protection from evil or gentle repose spell cast on the corpse prevents its conversion.
Dread Lacedon Great White Whale: ?
Lacedon Creature: ?
Salt Water Merrow Lacedon: ?
Dread Lich: Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.
“Dread Lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.
An integral part of of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless
the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent
death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same
plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought
to the plane on which the dread lich was destroyed.
Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base
creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The
phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation.
The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC
of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.
A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use
of powerful magic such as wish or miracle.
Thanatotic Titan Dread Lich Appolus: For centuries Appolous was obsessed with the secrets of true immortality. The titan traveled countless worlds and planes learning all he could about the various methods mortals try to achieve immortality. When he discovered lichdom, Appolous realized that this was the path he wished to pursue. In fact, he knew he could improve it. The titan retreated to a small demi-plane to make his transformation. When he was done, the demi-plane was no more, and Appolous emerged as a dread lich.
Dread Mohrg: “Dread Mohrg” is an acquired template that can be added to any evil living creature with a mouth and digestive tract that includes intestines.
Advanced Fast Zombie: Any living creature of the dread mohrg’s size or smaller killed by a dread mohrg rises immediately as an advanced fast zombie.
Dread Mohrg Seven-Headed Cryohydra: ?
Mohrg Creature: ?
Cave Fisher Mohrg: Sometimes when a cave fisher captures and eats a mohrg, the violent spirit of the undead transfers to the vermin, transforming it to a monstrous hybrid of undead and insect.
Dread Mummy: “Dread Mummy” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms a new dread mummy.
Dread Mummy Harpy: ?
Mummy Creature: ?
Gnoll Mummy Cleric 8 The Keeper: ?
Dread Poltergeist: A dread poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house dread poltergeists are places where they felt a sense of ownership and security. A simple death, even murder, is rarely enough to cause the victim’s spirit to remain as a dread poltergeist—the death must intimately involve the location as well as a torturous death. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.
“Dread Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.
Dread Poltergeist Athach: This particular poltergeist athach died in a mudslide in the lee of the hill that was his home.
Poltergeist Creature: ?
Orc Poltergeist Barbarian 3 Curse of the Blood Clan: ?
Dread Shadow: “Dread Shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds.
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Dread Shadow Achaierai: ?
Shadow Creature: Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a shadow creature.
The shadow creature’s create spawn ability creates only shadow creatures.
The greater shadow creature’s create spawn ability creates only shadow creatures.
Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. (Tome of Horrors 4)
Strix Shadow Rogue 1: ?
Greater Shadow Creature: ?
Greater Shadow Dire Rat: ?
Dread Greater Shadow Creature: ?
Dread Greater Shadow Yaogui: ?
Dread Skeleton: “Dread Skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.
Dread Skeleton Blink Dog: ?
Dread Spectre: “Dread Spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds.
Dread Spectre Nymph: ?
Spectre Creature: Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a spectre creature in 1d4 rounds.
Half-Elf Spectre Aristocrat 4/Expert 4: In life a woman of noble birth who spent her time in academic pursuits, the White Lady was murdered in the night by an assassin hired by a relative for the family fortune.
Dread Vampire: “Dread Vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.
Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse.
Any creature with an Intelligence score of 10 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as dread vampire 24 hours after death.
Night Hag Dread Vampire Cailleach Bheur: ?
Dread Wight: Dread wights are the animated remains of creatures that were terribly violent and hateful in life.
“Dread Wight” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.
Dread Wight Gargoyle: ?
Wight Creature: The wight creature’s create spawn ability creates only wight creatures.
Wight Pixie: ?
Dread Wraith Sovereign: “Dread Wraith Sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.
When a dread wraith sovereign is killed, its dread wraith spawn that had 10 or more Hit Dice in life become dread wraith sovereigns (created by applying the template to the original base creature as it was in life).
Dread Wraith Sovereign Trumpet Archon: ?
Dread Wraith Creature: ?
Dread Wraith Dire Bear: ?
Wraith Creature: There is no minimum HD required to gain the wraith template.
Rhinoceros Wraith:
Dread Zombie: Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.
“Dread zombie” is an acquired template that can be added to any corporeal living creature.
A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.
Dread Zombie Aasimar Oracle 6: Before his death, Vezandarlir was a bitter hermit who was sought out by locals for fortune-telling and other divinatory services. Every so often he would use his oracle abilities to make sure what a supplicant’s fate held was dire. After he died, Vezandarlir’s spirit was too bitter and stubborn to move on. He rose a fortnight later from his grave, his abilities still intact, but now possessing a hunger for the brains of the living.
Dunesage Ghoul: A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.
Dunesage Ghast: A humanoid who dies of dunesage ghoul fever rises as a dunesage ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a dunesage ghast.
Negative Energy-Charged Creature: Through exposure to areas close to the Negative Energy Plane or though dark magic (see the empower undead spell) an undead creature’s link to the chilling source of its unnatural existence can be strengthened. The resulting creature is empowered by the Negative Energy Plane and cloaked in its black energy.
“Negative energy-charged” is an acquired template that can be added to any undead creature.
empower undead spell.
Negative Energy-Charged Wight: More powerful than your standard wight, negative-energy charged wights rise from the same conditions as a normal wight, but in regions strongly tainted with negative energy or those close to the Negative-Energy plane.
Positive Energy-Charged: When an undead creature is destroyed by positive energy effects, it sometimes returns, infused with the very positive energy that destroyed it.
“Positive-energy charged” is an acquired template that can be added to any undead creature.
When undead of equal to or less than the positive energy-charged creature’s HD is destroyed by a positive-charged undead, it immediately transforms into another positive energy charged creature at its original full hit points.
Positive Energy-Charged Nightwalker: ?

Devourer: Devourers are the husks creatures that have been shattered and remade by forces beyond the ends of the multiverse.
Ghoul: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had, in life, indulged in unwholesome pleasures, such as cannibalism or necrophilia.
Ghoul Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast.
Shadow: The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Shadow Greater: Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims.
The dread greater shadow creature’s create spawn ability creates only shadows, greater shadows, and dread shadows.
Vampire: Dread vampires can create spawn only if their victims are kept in coffin homes until they rise. A coffin home can be any container capable of accommodating the corpse. Under these conditions, a creature slain by a dread vampire’s energy drain attack rises as a standard vampire 24 hours after death.
Wight: Any humanoid creature that is slain by a negative energy-charged wight becomes a wight itself in only 1d4 rounds.
Wraith: The dread wraith creature's create spawn ability creates only wraiths.
The wraith creature's create spawn ability creates only wraiths.
Wraith Dread: Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.
Zombie Fast: Vermin killed by a cave fisher mohrg rise immediately as fast zombies.
Bodak: Bodaks are extraplanar undead created when living beings are touched by great evil.
Zombie Juju: A creature killed by a dread mummy’s breath of death ability rises as a juju zombie or dread zombie in 1d4 rounds.

empower undead
School: necromancy [evil]; Level: cleric 6, sorcerer/wizard 6
Casting Time: 1 standard action
Components: V, S, M (a gem worth at least 10 gp that spent the night in the body of an undead creature)
Range: touch
Target: undead creature touched
Duration: Instantaneous
Saving Throw: Will negates; Spell Resistance: yes
Grants the negative-energy charged template to the touched undead. Upon touch, the target is immediately empowered with the benefits of the template and it knows how to utilize all its abilities.[/sblock]

Beasts of Legend Coldwood Codex [sblock]
Faleich-Wyrm: In centuries past, the king of the wild Northlands entreated a cabal of sinister necromancers known as the Faleich-Mar to create for him the penultimate undead war-beast to obliterate and devour the armies of his enemies to the south. To meet his request, the Faleich-Mar bred monstrous-sized tatzlwyrms, infested them with undead leeches that drove the creatures insane, turning them into raging violent beasts before slaying them. When necromancers raised their corpses, the result proved undeniably destructive.
Leeches of Madness: Created by the Faleich-Mar.
Slough: A slough is powerful undead creature, a former ex-druid that steals her power directly from the earth she once swore to protect.
All slough begin as mortal druids who become corrupted by using weirdstones. Though the weirdstone can supply a mortal with great power, using these artifacts also drains the life energy of a mortal user, eventually slaying that individual and forcing its body into a constant cycle of decomposition and regeneration. Upon dying, the mortal sheds her skin and transforms into a slough.
Living ex-druids can also use a weirdstone to gain druidic powers, though in doing so the weirdstone also drains them of life. To use a weirdstone effectively the ex-druid must spend eight hours in meditation and then make Spellcraft check DC 10 + the weirdstone's caster level. If successful, for the next 24 hours the individual gains the benefits of the weirdstone, but they permanently loses 1 point of Constitution. Constitution loss sacrificed to a weirdstone cannot be restored in any manner. In this manner, those who continually use weirdstone's eventually die and become slough themselves.
“Slough” is an acquired template that can be added to any living creature, provided it can create or otherwise acquire a weirdstone.
Ugrohter: Ugrohters are undead fey whose accused souls become trapped upon the Material Plane.
Born sadists, ugrohters trace their origins to the bands of psychotic pixies that in lost eons allied themselves with Kryonis-Athym, a rebellious fey overlord whose radical proposals included bonding with humans in order to expand Otherworld's influence on the mortal planes. In the end, the lords of Otherworld sided against Kryonis, cast him out Otherworld and then slew him. The severing of this of bond caused those of his followers who had already taken up residence on the Material Plane to die. These unfortunate fey creatures then rose from the dead, gruesomely transformed into ugrohters.
Wight Barrow: Forlorn and fearsome, barrow wights were once warlords or princes of old. While some few came to their current state by the powerful curse of a darkling power, most earned an eternity of unlife through their own dire and dreadful predations, whether in war and conquest or in the oppression and exploitation of their own people.
Wight Boreal: Any humanoid creature that is slain by a boreal wight may rise as a boreal wight itself in only 1d4 rounds. However, this transformation only occurs if the creature’s corpse is buried in the ground or bound with a boreal wight’s thornbind ability. If its corpse is unearthed or it is freed from the thornbind before the transformation is complete, it is merely dead and does not rise.
Boreal wights are the restless dead left unburied in the evergreen forests of the north.
Unlike common wights, the undead flesh of boreal wights bonds in a strange way with the needle-strewn forest floor where their unburied remains are left to rot and corrupt.

Wight: Creatures killed by a barrow wight’s energy drain rise as ordinary wights that also possess DR 5/magic or silver and have a chilling glare (range 10 feet) equivalent to that of the barrow wight.[/sblock]

Book of Beasts Legendary Foes [sblock]
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.[/sblock]

Book of Beasts Wandering Monsters[sblock]
Death Adept: Death adepts are made from the body of a good priest that has been within the bounds of desecrated land for over 100 years. The remains must be transported to the plane of evil and the create greater undead spell must be finished before the plane animates the corpse of its own accord. The spell requires a caster level of 17 to creature this creature.
Remembrent: A few souls of bards and sorcerers cling to their memories and to their decaying bodies desperately trying to gain revenge for their death or some other wrong done to them in life. The soul shrieks loudly enough that their own dead bodies can hear, allowing the soul to take possession once again. These undead are called remembrents.[/sblock]

Book of Beasts Monsters of the River Nations[sblock]
Autumn Death: Legends say the first autumn death was created from the skeleton of someone hopelessly lost in the forest. The despair at the point of death combined with ambient arcane powers from dragons or fey to enervate the remains into a wandering terror.
Riverswell Spirit: A riverswell spirit is the drowned victim of a flood or violent downpour.[/sblock]

Book of Beasts Monsters of the Shadow Plane [sblock]
Centaur Raav: Scholars debate the origins of the centaur raav. Some point to the reinforced bones as the handiwork of the lich necromancer Skerasis. Others believe it was created by the cult of Orcus attempting to enrage the centaurs and driving them to war. However, all scholars agree this abomination could only be formed near the dark fields of the Plane of Shadows. The negative energy flowing into Shadowsfall empowers and reinforces the skeletal body. As long as the dark fields have a supply of centaur corpses, it will produce more raavs.
Clawed Kadian: A humanoid slain by a clawed kadian rises as a clawed kadian in 1d4 rounds.
This type of undead can be made with a greater create undead spell of caster level 18th or higher.
Deathhand: Charon created a legion of undead floating goons to hunt down creatures that have tasted death, whether living or undead–other than themselves, and drag them to Abaddon permanently.
Deathhand Captain: ?
Headless Hunchback Skelton: ?
Headless Hunchback Skeletal Champion: ?
Helblar: Thought to be called into being by a well-meaning but less than clear wish.
Helblar Greater: ?
Helblar Champion: ?
Nightshade Nightstalker: ?
Phantasm Swarm: It is said that souls that reach their final reward forget their earlier lives. Less known is that souls forbidden from this reward never forget. Over the course of centuries, clusters of these tortured souls have gathered together on the Plane of Shadows to form a phantasm swarm, an entity more powerful than just the combined ectoplasmic energy of the souls alone.
Spectre Spawn: Any humanoids slain by a spectre spawn becomes a spectre spawn themselves in 1d4 rounds.
Any humanoids slain by a spectre lord become a spectre spawn themselves in 1d4 rounds.
Spectre Lord: Spectres are far more common on Shadowsfall than in the Material Plane because the many lonely and lost places they haunt are absorbed by the Plane. Shadowsfall’s dim sun affords spectres freedom to indulge their fury without incapacity. Over the course of centuries, many of these rage spirits develop greater powers, transforming into a much more virulent entity known as a spectre lord.
Unquiet Giant: Reanimated by the intense hatred and anguish it experiences in its fierce but final battle, the unquiet giant still is impaled by the many weapons that struck it down.
Shadow Halfling: ?
Shadow Cave Fisher: ?
Shadow Manticore: ?
Shadow Titan Centipede: ?
Shadow Dragon Ancient: ?

Spectre: Jenovaria was a hate-filled barbarian in life. He died tormented and ashamed for not discovering his lover’s killer and avenging the murder.
Shadow: A creature killed by a shadow’s incorporeal touch becomes a shadow under the control of its killer in 1d4 rounds.
Skeleton Blood Monkey: ?
Skeleton Minotaur: ?
Skeleton Snake Constrictor Freezing: ?
Skeleton Stogsaurus: ?
Skeleton Ice Linnorm: ?
Skeletal Champion Half-Elf Fighter 8 Rogue 6: ?
Zombie Plague Rat: ?
Zombie Basilisk: ?
Zombie Bulette: ?
Zombie Plague Shambling Mound: ?
Zombie Plague: Anyone who dies while infected by a plague zombie's zombie rot rises as a plague zombie in 2d6 hours.
Zombie Fast Ancient Black Dragon: ?
Zombie Juju Gnome Sorcerer 17: ? [/sblock]

Book of Beasts War on Yuletide[sblock]
Dirge Caroler: Dirge carolers are small, corporeal undead—the hideous remains of impoverished halflings swathed in dirty, heavy winter clothing. In life, they depended upon the generosity of their neighbors to survive the harsh winters; when that generosity waned, they starved to death.[/sblock]

Beasts of Legend Boreal Bestiary [sblock]
Green Child: Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living.[/sblock]

Behind the Monsters Omnibus[sblock]
Skeleton: This skeleton is an undead creature animated by magic to perform single-minded tasks. [/sblock]

Book of Monster Templates[sblock]
Darkseed Creature: Darkseed Creature is an acquired template that can be added to any undead creature. The term darkseed refers most properly to the kernel of negative energy that burns in an undead with this template. Sometimes when an undead rises within an area ripe with negative energy it immediately gains the darkseed template. Likewise, some undead bring forth a darkseed within themselves after spending time in such negatively charged zones. More common, however, are those undead who receive a darkseed from a malevolent deity with necromantic dominions.
Bloody Blade Darkseed Bloody Bones Rogue 4: Servants of the god of death itself, these beings are created to violently enforce the will of their master, as told in the Canticle of the Blades.
One of the
priests of the new Cathedral of St. Ilfraness made a very public, very well received, and very irreverent joke about the god of death. That very night he fell to his death from the pinnacle of the cathedral and, before he could be buried, his body was divinely raised as a bloody blade.
Gellid Dirge Lich Drachencor Lich Shade: ?
Human Irresistible Graveknight Two-Handed Fighter 10:
Tax Collector Creature: Public servant, avaricious private agent, or cruel servant of a tyrant, wrath against the tax collector is a force unto itself that can lead to murder. When a customs official is slain sometimes a unique revenant spirit is created.
“Tax Collector” is an acquired template that can be added to any non-undead creature.
Tax Collector Sea Hag: ?[/sblock]

Cerulean Seas beasts of the Boundless Blue[sblock]
Cihuateotl: Cihuateotl are the undead remnants of women who drowned or died violently while pregnant.
Calcified Skeleton: Calcified Skeleton is an acquired template that can be applied to any creature killed by a brain coral’s aura.
Calcified skeletons are the remains of a brain coral’s deadly aura. Bone is pulled out through a creature’s body until it is encased in prison of its own structure.
Dread Pirate: A dread pirate is the restless, hateful body of an executed pirate.
Lich Ice: The phylactery of an ice lich must be carved from ice made from the purest possible water.
“Ice Lich" is an acquired template that can be added to any living creature, provided it can create the required phylactery.
Ship of the Damned: Ships of the damned are the slowly rotting remains of vessels that experienced an evil so great that the spirits of the dead infused into the ship itself.
Ship of the Damned Medium: ?
Ship of the Damned Large: ?
Ship of the Damned Huge: ?
Ship of the Damned Gargantuan: ?
Ship of the Damned Colossal: ?
Sinkling: Any creature killed by or within 100 yards of a sinkling swarm adds its spirit to the swarm, breaking up into as many individual sinklings as it has hit dice. Casting bless or hallow on the body within 1d4 rounds after death prevents this from happening.
Sinklings are the hateful spirits of the drowned, always wanting for the company of the living in the depths.
Snag: Any humanoid killed by a snag that touches the bottom of the waterway the snag came from within 24 hours of its death becomes a snag in 1d4 rounds.
Snags are the animated corpses of fishermen lost at sea.
Wraith Water: Any humanoid, monstrous humanoid or trueform slain by a water wraith rises as one in 1d6 hours.

Ghoul Lacedon: Any humanoid killed by a cihuateotl's energy drain ability rises as a lacedon under her control in 1d3 rounds.[/sblock]

Remarkable Races Compendium of Unusual PC Races[sblock]
Timber Wight: Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result. [/sblock]

Creature Monthly[sblock]
Blood Shadow: A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.
While not much is known of how these creatures came to be formed, many sages speculate that they once existed as a race of wicked humanoids which were drawn into the plane of negative energy during some great calamity hundreds of thousands of years ago. Once drawn into the boarders of their new home, the foul energy of the plane consumed them slowly, turning them into the undead creatures. Their mortal forms faded into shadows, yet the darkness within them continued to be driven by the murderous lust and depravity that led them in life.
Glacial Gaunt: Any humanoid slain by a glacial gaunt rises as a glacial gaunt at the next midnight.
There are many ways in which these foul creature are created, the most common occurrence
being an evil humanoid creature succumbing to the elements of the frozen landscape. Once such a creature has died, it is only a short time before the corpse’s eyes open and a new horror is born. Tales are told of wicked druidic cults, eager to appease powerful nature spirits such as the Wendigo, capturing travelers and common folk who are then carried high into the frigid mountains and left to die.
Storm Wraith: A humanoid slain by a storm wraith becomes a lesser storm wraith 1d4 rounds after it’s death.
Winter Wight: Any humanoid creature that is slain by a winter wight becomes a lesser 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.
Over long winters or on high mountain peaks, these human remains become freeze-dried husks with perfectly preserved hair, clothes, and skin, but without any liquid remaining in their flesh. These creatures arise to wander the reaches of the frozen north in search of victims, seeking any way to relieve the pain of their frozen existence through acts of cruelty and violence.
Winter wights haunt places of avalanches, icefalls, and glaciers— places where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few which rise as these dreaded creatures. Those unfortunate enough to perish in the ice do not always remain at rest. It is as if the ice itself claims their souls, raising them as winter wights whose only goal is to have other suffer the same violent death.[/sblock]

Creepy Creatures Bestiary of the Bizarre[sblock]
Bay-Kok: ?
Bone Druid: A bone druid is most often formed when a powerful druid dies in the process of corrupting, or with a great hatred of, the natural powers she once revered.
Ectoplasmic Stalker: Created by the lich Varquil while researching the creation of what would become the obitu, ectoplasmic stalkers are hardy undead soldiers.
Feymocker: Feymockers are created by evil fey or fey-blooded sorcerers in a perverse ritual. They are infused with the twisted sense of humor natural to their creators, along with a hatred for good aligned fey.
Fleshwarper: Any humanoid killed or reduced to 0 Charisma by a fleshwarper raises as one within 1d6 rounds.
Ghoul Sovereign: It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls after death.
Gibbering Terror: Gibbering terrors are distilled evil essence, left over from the ending of a great malevolence
Hoard Haunt:
Hoard haunts are the result of a numistian's innate connection with commerce degrading into pure greed. Once embraced by death, the mystical coins that make up the creatures blood instead coalesce into a pile of gleaming treasure. The numistian's consciousness inhabits these now purely physical coins.
Horsewraith: Any pack animal slain by a horsewraith's energy drain will rise as a horsewraith itself in 24 hours, unless the corpse is blessed.
These tragic creatures are formed from their master’s cruelty.
Despite their name, almost any domesticated pack animal may become one of these undead.
Leatherbound: Leatherbound are the twisted creations of necromantic magic. A living humanoid is bound in wet, oil and unguent soaked leather sheets, which are then twisted tight with iron rods, and left to dry. Create undead is then cast as the victim suffocates and is constricted to death.
Leatherbound Black: Wrapped in black leather inscribed with glowing arcane runes
Leatherbound Spiked: This leatherbound is riddled with iron spikes and studs, thus increasing its combat prowess.
Corpsehanger Tree: When a tree is used for hangings over the course of decades, some of the vengeful souls that died there enter the heart of the tree, instead of heading for their just rewards. In time, with enough evil or angry spirits infesting its wood, the tree dies, and the spirits within it animate it as an undead mockery.
Undead Gang: An undead gang may be formed wherever large numbers of souls perish in anger, fear, and pain. These spirits combine into a hateful being that exists simply to destroy.
Wight Marquis: Very rarely, a wight is spawned whose will is strengthened instead of weakened with the transformation to being unliving creature. These creatures are known as marquis wights.
:Wight Shadowfang Any humanoid slain by a shadowfang wight's energy drain becomes a shadowfang wight in 1d4 rounds.
Any humanoid killed by the sword Shadowfang's energy drain rises as a shadowfang wight in 4 rounds.
Zombie Assassin: ?

Ghoul: Creatures below 5 HD within the cone of a plague dragon's deathless breath instantly die, and reanimate as ghouls under the dragon's control.
Any humanoid that is two weeks or less dead within the sovereign ghoul's aura rise as a ghoul under its complete command in one round.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time.
Skeleton: A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body.
Spectre: Creatures from 13+ HD within the cone of a plague dragon's deathless breath must make a Fortitude save or die and reanimate as spectres.
Wight: Creatures from 6-12 HD within the cone of a plague dragon's deathless breath must make a Fort save or die and reanimate as wights.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time.
Any humanoid slain by a marquis wight's slam attacks, or its aura become a wight in 1d4 rounds.
Zombie: A bone druid may animate the corpses of animals with but a touch, raising them as zombies or skeletons, depending on the condition of the body.
Any creature reduced to 0 Wisdom by a gibbering terror's babble rises as a zombie under its control in 1d3 rounds.
Any humanoid killed by a corpsehanger's energy drain or constrict attack becomes an undead creature within 1d4 rounds, unless it is cut down and the corpse blessed. A zombie will be created 70% of the time, a ghoul 20% of the time, and a wight 10% of the time. [/sblock]

Dark Fey[sblock]
Mavka: These former dryads have been turned into vampiric monstrosities by the Black Prince of Morgau.
Mavka are Dryads who have been perverted into undead monstrosities by the vampires of Morgau. The sages of Verrayne say they are three known mavka, once sisters, originally named Mica, Anthelia and Saramantha, but are now called Murthia, Ectopia and Lucretia, respectively.
Upon his conquest of Morgau the Black Prince Lucian had the dryads and their trees killed, had raised the corpses as powerful undead, and bonded the new undead with cauchemar nightmares (Pathfinder RPG Bestiary) instead of trees as a final corruption. [/sblock]

Demon Cults 3 The Cult of Selket[sblock]
Mummy Venomous: These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs. [/sblock]

Demon Cults 5 Servants of the White Ape[sblock]
Spellscourged Creature: In rare instances, a spellcaster that dies of the spellscourge comes back as an undead creature, its mind twisted and broken from the disease.
“Spellscourged” is an acquired template that can be added to any living, corporeal creature with the ability to cast spells or spell-like abilities.
Creatures with 9 or more hit dice that die from the spellscourge must make another Fortitude save against the disease. They retain their Constitution bonus for this saving throw. If the creature makes the save, it rises as a spellscourged creature. A failed saving throw means the creature dies of the disease and does not rise.
Spellscourged Couatl: This creature is the result of a couatl that attempted to aid victims of the Servants of the White Ape only to be attacked and repelled by the cult’s white ape warriors. Injured, it returned to its lair to recuperate but fell victim to the spellscourge that infected it during the combat with the white apes. The disease struck the couatl down, bringing it back in this tormented, undead form. [/sblock]

Dunes of Desolation[sblock]
Desperado: A hole in the desert can hold many secrets, but sometimes it cannot keep an evil soul buried in the ground. Desperados are undead gunfighters that were so mean and despicable in life that even death was not enough to end their killing ways. Desperados never rise from a grave found in any habitat other than a desert, a fact that is often attributed to the climate’s ability to naturally mummify humanoid corpses.
All desperados were once human to some degree.
Though the vast majority of desperados are evil, there are a few tales of good men rising from their graves to right an unspeakable injustice or wreak revenge on those deserving of such a terrible fate.
“Desperado” is an acquired template that can be added to any living creature with class levels in gunslinger.
Desperado Human Gunslinger 6: ?
El-Auren: Natural dangers claim their fair share of desert travelers every year. The bodies of most victims are forever lost beneath the dunes, but some emerge from their graves and resume their appointed tasks. These shambling cadavers are known as el-aurens.
A long, hard trudge across the scalding desert is the furthest thing in the minds of most humanoids, but for a select few individuals the windswept dunes represent one of the world’s last frontiers. These intrepid beings devoted themselves to a life of discovery and exploration in the harshest climate possible. Sadly, somewhere along the way, the very sands that they loved claimed their broken bodies as their own. However, their devotion to duty and their quest for knowledge were so strong, that they rose from their dusty graves and resumed their life’s work albeit as members of the living dead.
Spectral Rider: Spectral riders are incorporeal undead created when a powerful genie curses a sorcerer that raised its ire. They appear as hooded figures devoid of any facial features, which the genie deliberately did to punish the offender with eternal anonymity. The effect works only on a living creature that shares the same bloodline as the genie uttering the curse. It is rumored, that a djinni created the first spectral rider when an evil sorcerer with the djinni bloodline challenged him to a race aboard his carpet of flying. When the genie prevailed, the sorcerer refused to accept defeat and cast bestow curse on his competitor. Outraged by the offense, the genie cursed the sorcerer instead and consigned him to spend the rest of eternity as a spirit aboard his carpet of flying. Either out of tradition or to preserve the punishment’s novelty, the capricious genies punish other mortals in the same manner. Although a djinni is responsible for creating the first spectral rider, the chaotic marids take credit for most spectral riders wandering the desert today.
“Spectral rider” is an acquired template that can be added to any living creature with one of the following sorcerer bloodlines — djinni, efreeti, marid or shaitan.
Thirstmonger: These undead abominations are the risen earthly remains of those unfortunate humanoids that died of thirst in pursuit of fresh water only to be duped by an optical illusion. The desire for water is so intense that the creature joins the ranks of the undead within minutes of death; however its mission remains unchanged — it continues searching for water.
Most victims of “mirage delirium” eventually collapse and die from dehydration within sight of a mirage. Many rise from their desert graves to begin an undead existence as a malevolent thirstmonger.

Devourer: Undeterred, Thozzaggard used his magic to transport himself into the cavern behind the door. This time, the wily sorcerer would not escape the god particle’s grasp. Madness overcame him shortly before the alien substance sucked the last vestiges of life from him and hurled his ravaged soul into the void beyond reality. What later rose where his corpse now lay was an undead monstrosity that longed to spread its curse to every living creature.
Countless millennia ago, Thozzaggard also found the watery star; however he succumbed to its power and became an undead abomination.
In time, the watery star’s extradimensional properties and his own madness got the better of him transforming him into the undead abomination on the other side of the door.
Ghost Human Bard 3: The zither player is named Ceruth, a beggar that solicited donations by playing his zither during Iljanna’s decline. After death, the bitter musician refused to depart and became a ghost cursed to forever haunt the dollhouse.
Zombie Dire Rat: In the absence of fresh meat, the dire rats that frightened Lakta back into her hiding space underwent the transition from life to undeath becoming dire rat zombies.
Draugr: The force of her will and the corruption of her soul were so great that four unfortunate men that drowned countless ages ago also rose from the mire as 4 draugrs.
Poltergeist: It is haunted by 4 poltergeists that are the undead spirits of those rare individuals that nearly discovered the house’s concealed basement and inner workings.
Juju Zombie Desert Giant: Fazzellon ceded his land to Eyegouger in life; however he is unwilling to relinquish his claim so easily. His burning desire to rule over his fiefdom fueled his transformation into something unnatural.
After his destruction at Eyegouger’s claws, Fazzellon rose from death as a juju zombie desert giant.
Bog Mummy: The lionweres’ residual mystical energy from her dread tome King of Beasts proved sufficient to wake the vile priestess from her eternal rest as a bog mummy and unleash her on an unsuspecting world.
Shadow Rat Swarm: ?
[/sblock]

Fat Goblin Travel Guide to Horrible Horrors and Macabre Monsters [sblock]
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.[/sblock]

Fell Beasts Volume 1[sblock]
Canopic Jar: One of the more prized and closely guarded secrets among necromancers is the method for creating a canopic jar. The process begins with the preparation of an enchanted jar inscribed with the holy symbol of an evil deity. The jar is then filled with a special alchemical fluid. These are but the containers, though, for the main component: a humanoid brain. The jar is then sealed and bound with further enchantments. The end result is an undead servant brain bound within a jar and able to wield unholy magics.
Greenmold Bones: When magic -- especially druidic magic -- interacts with war and battle, strange things can result. One such are Greenmold Bones, undead creatures that form in symbiosis with plants magically animated and then slain.
The body of any creature slain by a Greenmold Bones and left to lie among them will rise as one of them.[/sblock]

Fell Beasts Volume 2[sblock]
Deadsoul Elemental: A deadsoul elemental is a creature created through a depraved ritual. A large number of innocents are slain, in a manner specific to each of the four known rites, and their souls are kept briefly trapped by potent magic. Then an elemental of large size is summoned, using the materials resulting from the murders, and it, too, is killed, and its physical form, before it can discorporate, it merged with the trapped souls, creating a hybrid creature that is, in fact, a type of undead.
Deadsoul elementals cannot come into existence by accident, nor can they propagate themselves as other undead do.
Deadsoul Elemental Charnelsmoke: They are created in much the same way as pyreborns, but instead of using the flame, the creators use the smoke and befouled air.
Deadsoul Elemental Chokewater: They are created by the deliberate drowning of at least a dozen sentient beings in a brackish, diseased, tidal pool, followed by the summoning and slaughter of a water elemental.
Deadsoul Elemental Graveearth: They are created by summoning, and then slaying, an earth elemental above a mound of dirt and soil created by desecrating a graveyard.
Deadsoul Elemental Pyreflame: They are created by the incineration of the living -- at least a dozen -- in an unhallowed space, with that flame used to summon a fire elemental, which is then slain and recreated as a pyreflame.
Fear Monger: A fear monger is the spirit of a deceased person that was betrayed by someone she trusted.

Fast Zombie: A puppet spider can enter a corpse and animate it while residing within. This effectively transforms the corpse into a fast zombie.[/sblock]

Fell Beasts Volume 3[sblock]
Dark Fire Creature: Any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin that dies as a result from Aramus the Black Flame’s burn ability returns in 1d4 rounds as a dark-fire creature. Aramus literally consumes the victim’s soul, burning it away, leaving behind a portion of its own essence.
“Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin.
Soul Knight: Soul knights are suits of armor animated by the spirit of a warrior.
A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots.[/sblock]

Freeport City of Adventure[sblock]
Ancient Void Zombie: ?

Huecuva: The undead Brother Molen, the priest who betrayed his brothers to Jalie Squarefoot, a duke of Hell. He is now risen as an huecuva. Aiding the devil in a grand deception that eventually caused the destruction of his order and home, Brother Molen sealed his fate when he cast the bell from the church’s tower and thereby removed the final protection the Church of Retribution had against their diabolic foes. For his betrayal, he rose after death, eternally tormented and reminded of his guilt, doomed to dwell forever in the place he most cherished; he was the Chief Librarian of the order, and it was the promise of greater understanding that weakened his resolve.[/sblock]

Free20 Lesser Nemesis Bestiary[sblock]
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.”[/sblock]

Gothic Campaign Compendium [sblock]
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.[/sblock]

Freeport Companion Pathfinder RPG Edition [sblock]
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.
Zombie: Living creatures reduced to 0 Constitution by a flayed man’s flense or lifedrain attack gain the zombie template after 1d4 rounds.[/sblock]

Horrors of the North [sblock]
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.[/sblock]

Imperial Gazeteer The Principality of Morgau and Doresh and Realms Subterranean[sblock]
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.[/sblock]

Liber Vampyr[sblock]
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.[/sblock]

Malevolent and Benign[sblock]
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.[/sblock]

Monster Hunters Dark Europe[sblock]
Banshee: A banshee is the restless spirit of a powerful fae creature.
Banshee Lesser: A banshee is the restless spirit of a powerful fae creature.[/sblock]

Monster Menagerie Oceans of Blood[sblock]
Toothwraith: Toothwraiths are apex predators that refused to release their grip on life. Originally massive sharks (or more rarely great crocodiles or dragon turtles), a toothwraith has willed itself back into existence.[/sblock]

Monster Menagerie Ravagers of Time[sblock]
Time Wraith: A humanoid or monstrous humanoid slain while it has any temporary damage on it from a temporal wraith’s dissonance power becomes a temporal wraith in 1d4 rounds (regardless of what actually slays it).
Temporal wraiths are the spirits of those killed while in contact with the timestream, or by powerful chronal magics.[/sblock]

Monster Menagerie Seasonal Stars Pumpkin Stalker[sblock]
Death-o-Lantern Pumpkin Stalker Mohrg: The death-o-lantern is among the most dangerous of pumpkin stalkers, generally created by powerful evil forces bargaining to grant a servant to a druid grieving terrible loss and seeking vengeance, a coven of hags, or powerful diabolist-necromancer.

Zombie Fast: Humanoid creatures killed by a pumpkin stalker mohrg rise immediately as fast zombies.[/sblock]

Monster Menagerie: The Kingdom of Graves[sblock]
Bean Chaointe: Bean chaointe, or keening women, are the spirits of strong willed women that die tragically, often from betrayal.
Bean chaointe are often part of a noble line, or a family that served such a line loyally, and they are bound to haunt their families serving as both boon and curse.
Bloodknight Human Vampire Fighter 11: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.
Dark Messenger: ?
Lich Tyrant Human Lich Aristocrat 10: Typically created from an aging nobleman or king who has a deep seated fear of death, and who refuses to yield their power, they make pacts with dark powers for immortality.
Unlike its more powerful kin, a lich tyrant does not have to create its own phylactery, instead having it crafted by others. The lich’s greatest weakness is that the phylactery must bear his or her likeness. It may be a masterful painting, a carefully carved gem, or an entire statue. This makes them far more obvious (and thus vulnerable) to bold heroes.
Masque Ghul: A humanoid that dies of a masque ghul's ghoul fever rises as a masque ghul at the next midnight.
Night Dragon: Night dragons form from the collective unconscious and spirit of a land ravaged by the horrors of the undead, or by fiendish incursion. It is a heraldic symbol of the land itself, rising in an attempt to repair the massive damage. They are most common where the dragon was once a common symbol of rank and nobility, but honor and duty have been abandoned in favor of undeath and/or debauchery.
Night dragons are formed from the scraps of many different dragons, brought together by unknowable magic belonging to nature itself. In lands where dragons are unknown, or not heraldic symbols, sometimes massive lions, or great eagles rise in their place.
Rot Giant: Rot giants are typically created as living siege engines and bodyguards by the most powerful of undead rulers, although in rare cases they do arise spontaneously.
Soul Harvester: They are born of local officials, usually tax collectors or judges, who used their position to leach off those they were meant to serve. Most are killed in an act of revenge for some sin committed on their neighbors, only to return and take up literally feeding on the mortals they abused while still alive.

Skeleton: A rot giant can take a full round action to gape its jaws like a snake and consume the corpse of a Medium or smaller target. On the next round, as a standard action it can disgorge a skeleton with HD equal to the consumed victim.
Vampire: A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more then twice it’s own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire.[/sblock]

Monster Movie Matinee[sblock]
Unstoppable Maniac: These human-looking abominations are created when a suitable victim dies does of neglect or another traumatic experience.[/sblock]

Monsters of Porphyra[sblock]
Barrow Wight: Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.
The barrow wight is a product of material greed. When a being so corrupted by their own greed dies through a covetous action or simple neglect for their own well-being, they possess the potential to rise as a barrow wight. This potential becomes a certainty, if they are buried alongside their wealth.
Fukuranbou: Its own vanity eventually led to the creature’s death and resurrection as an unholy abomination.
Iron Lich: “Ironclad Lich” is an acquired template that can be applied to any psionic creature capable for creating the required mechanical body.
An integral part of becoming an ironclad lich is the creation of the body in which the character stores his soul and the soul cages it traps its memory and psionic energy within.
Each ironclad lich must create its own ironclad body using the Craft Construct feat and its own soul cages by using the Craft Cognizance Crystal feat. The character must be able to manifest powers and have a manifester level of 11th or higher. The iron body costs 24,500 gp to create and its soul cages for 30,000 gp a piece.
The most common form of soul cage is a metal lantern with an embedded crystal that radiates light in a 30 ft. radius. The lantern is sealed and has psionic sigils covering its surface. The soul cage is tiny has 40 hit points, hardeness 20, and break DC of 40.
Pattern of Suffering Ironclad Lich Human Cryptic 11: ?
Knollman: ?
Octospine: The octospine is a hideous creature, believed to be the creation of a demon lord.
Sage Whisperer: Some say, that the sage whisperers are the undying souls of the lost Savants of the Fifth Element, but these are merely speculations.
Shebbah: Shebbah (translated to ‘pitied one’) is the restless spirit of a geniekind, its soul torn from its body by terrible divine magic.
Undead Elementals: ‘Ordinary’ elementals may also be bound to the Material Plane through energy level drain from spell or creature.
Vampiric Dragon: “Vampiric dragon” is an acquired template that can be applied to any dragon.
A dragon or magical beast slain by a vampiric dragon’s energy drain attack rises as a vampiric thrall 1d4 days after death.
Auroscruour Ancient Vampiric Gold Dragon: He allowed the necromancers of The Empire of the Dead to transform him into a vampire.
The majority of vampiric dragons have been created by way of a vain, old dragon, or one with a task that needs a very long time to complete, trading a significant amount of treasure in exchange for a necromantic process that leaves the dragon a free-willed, though blood-desiring undead.
Vampiric Thrall: A vampiric thrall is normally created when a living
creature willingly takes a blood gift from a vampire or vampire scion. The master must give up at least 10 hp in blood (this heals normally), and gains 1 negative level for every 4 HD of thralls it creates (round down).
A vampiric dragon can also create a vampiric thrall simply by reducing a creature’s Constitution to 0 through blood drain. It does not incur negative levels for doing so.
“Vampiric thrall” is a acquired template that can be applied to any corporeal animal or magical beast.
Vampiric Thrall Giant Frog: ?
Vampiric Thrall Axe Beak: ?
Zombie Rat: Whenever one zombie rat dies, another 1d6 zombie rats spawns from its womb.

Ghoul: The sickness of vanity that consumed the soul of the fukuranbou now manifests itself as a powerful wasting curse that it can inflict with its claws. Several small villages have been lost to this curse. Victims who die this way sometimes come back from the dead as ghouls.[/sblock]

Monsters of Sin Collection[sblock]
Bone Swarm: Life drives the world forward in a way that the undead, even mindless undead like skeletons, recall and yearn to relive. On rare occasions, this yearning brings the pugnacious spirits of fallen undead together, bonded together by a common craving: to feel alive again. They gather up what is left of their bones from life, as well as any other bones they come across, and form bone swarms.
Lovelorn: Lovelorn are ghosts who died with broken hearts. Their lives were ruined when they were jilted in their every attempt at love or latched onto a selfish lover, the emotional damage they suffered remaining with them beyond death.
Spiteful Spirit: An undead spirit duplicate that rises from the body of a warrior killed in battle, a spiteful spirit is raw fury made manifest. Enraged by the manner in which it died, or just too caught up in the intensity of combat to notice that it’s dead, the combative core of the warrior continues to fight without thought until it’s defeated or it finally fades away.
“Spiteful Spirit” is an acquired template that can be added to any living creature with 2 or more Hit Dice immediately after it dies.
A spiteful spirit rises instantly upon the death of its corporeal form.[/sblock]

Mystical Kingdom of Monsters Haunted Eve Monster Pack[sblock]
Festrog Pup: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic.
Festrog: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic.
Festrog Dire: Haunted Eve is an important time of year for festrogs, especially within the Scribe’s Marsh. With the veil between life and death thin, the ghoul hounds form into packs able to create more of their own kind by awakening and transforming corpses through twisted magic. The alphas who lead these packs also use this temporary boost in power to become dire festrogs.
Pumpkin Lord: The oldest of jack-o’-lanterns and scarecrows become pumpkin lords.
Crawling Claw: When the Scribe’s Brush started its twisted transformation into a swamp, investigators and slayers were hired by the king to find out why it was happening. On several occasions, the creatures that these adventurers found would lash out, maiming or outright killing them. Eventually, only slayers would venture into the marsh at night, and only under direct orders to do so. Still, many never returned whole.
As time passed and monster training became the prevalent occupation within the Kingdom, researchers and scouts would take the place of the slayers, capturing monsters and researching them. The magic used by the trainers seeped into the ground, filling the area in which so many had lost limb and life.
The side effect of these events is the crawling claw; a creature some fear for its eerie resemblance to a humanoid hand.
Nightwalker: Like the humans who are transformed into foulspawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as nightshades.
Skeleton Monsters: Unlike traditional skeletons, skeleton monsters are not the reanimated remains of their dead ilk. They are, instead, a collection of monsters that take on the likeness of other creatures in order to gain access to their essence and magic. For this reason, a trainer’s normal monster cannot grow into a skeleton monster; he would have to capture one, but a breeder can augment hers using advanced monster growth. Some researchers have also been able to craft specialized monster scrolls that can change a monster into its skeleton monster counterpart, but such items are very difficult to find.
Skeleton monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.
Crurotaur Skeleton: ?
Owlbear Skeleton: ?
Scoundrite Skeleton: ?
Zombie Monster: Zombie monsters are brutish, unthinking recreations of their former selves. While any trainer with a flare for necromancy, or a friend with such talents, could technically create a zombie monster from what is left of their companions, doing so is seen as a perversion of monster training and of the bond between trainer and monster. As such, most zombie monsters are naturally occurring or brought into being by breeders who can change their companions without first killing them.
Zombie monster is an inherent template (except when applied by breeders) that can be applied to any monster able to grant spells to a monster trainer.
Gray Render Zombie: ?
Hydra Zombie: ?
Moncroak Zombie: During Haunted Eve, the moncroaks of the Scribe’s Marsh take on a disturbing visage as the magic of the holiday twists and tears their skin, changing them into zombies.
Treant Zombie: Treant zombies reanimate from the remains of treants left
in the swamps of the Kingdom during Haunted Eve.[/sblock]

Mythic Mastery Mythic Mummies[sblock]
Dry Mummy: Unlike most types of mummies, dry mummies are generally created by accident, when a humanoid creature dies in a particularly dry and sandy area that is protected enough from the elements to preserve its corpse. Not all creatures that are accidentally mummified become dry mummies, and in fact the transformation is very rare. It is generally believed that dry mummies tend to arise when a particular confluence of factors surrounding the death occur: the most important seems to be the means of death, with dry mummies being far more likely to come from those who die of thirst or starvation, as opposed to those who die a violent death. The religious beliefs of the subject also seem to carry some weight, but not as much as that person’s overall force of will and personality.
Of course, dry mummies are occasionally created intentionally, usually by necromancers located in desert regions, who find their particular suite of abilities to be useful. While it is rumored that there are spells that can transform any corpse into a dry mummy, such claims have not been substantiated, and most necromancers in need of a dry mummy are forced to starve and dehydrate their victims. Suffusing the suffering victim with necrotic energies during this period increases the odds of creating a dry mummy substantially, but even then, success is not guaranteed.
Mythic Dry Mummy: ?
Pitch Mummy: It is common practice for a mummified creature to be filled with a black, tar-like substance in order to help preserve the body against the ravages of time. One heretical sect takes this practice further, however, and stuffs their mummified corpses with a magical black tar that not only preserves the corpse, but also serves as the source of its animation.
Mythic Pitch Mummy: Mythic pitch mummies are believed to have been created in much the same way as a standard pitch mummy, though since the process of their creation was deliberately destroyed millennia ago, it is difficult to say for certain why some pitch mummies become mythic and others do not. Theories abound on the subject, ranging from it being dependent on the status of the individual being mummified, to being a matter of age (with pitch mummies becoming mythic pitch mummies if they survive long enough), to how much pitch was used in their creation, or the possibility that the nature of the pitch itself might be different. Each of these theories has its merits, and scholars that support it, but without further historical evidence, all that can be said is that mythic pitch mummies are very different from their lesser kin.[/sblock]

Mythic Mastery Mythic Nabasu and Shadow Demons[sblock]
Mythic Ghoul: A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible. Many creatures are capable of creating mythic ghouls, either with powerful necromancy spells, or with innate abilities, such as those possessed by the mythic nabasu. In very rare cases, it is rumored that particularly obscene acts of cannibalism, such as eating the corpse of one’s brother, may be enough to cause an individual to become a mythic ghoul, but such claims are generally poorly documented.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.

Ghoul: As a free action once per day per growth point (minimum of 1/day), a mythic nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 19 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the mythic nabasu’s control. A mythic nabasu’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the mythic nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
Whenever a mythic nabasu creates a ghoul with its gaze attack, it can expend one use of mythic power. If it does, the ghoul that is created is a mythic ghoul. Mythic ghouls created in this way are unstable, and their mythic power fades with time if it is not maintained: each day, the mythic nabasu must expend uses of mythic power each day to maintain the mythic status of ghouls under its control. Each use of mythic power it expends in this way is enough to maintain up to three mythic ghouls. Mythic ghouls that are not maintained become non-mythic ghouls, but remain under the mythic nabasu’s control.
A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.
There are several ways for mythic ghouls to come about. A mythic character that succumbs to ghoul fever rises as a mythic ghoul more often than as a normal ghoul, although both outcomes are possible.
Ghoul Ghast: A humanoid who dies of a mythic ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. A humanoid with a mythic rank or mythic tier of 1 or higher rises as a mythic ghoul.[/sblock]

Mythic Monsters Demons[sblock]
Mythic Bodak: ?

Bodak: A humanoid slain by a mythic bodak’s death gaze rises as a bodak 24 hours later.[/sblock]

Mythic Monsters Fairy Tale Creatures[sblock]
Mythic Banshee: ?[/sblock]

Northlands[sblock]
Hjalmar the Patient Human Vaettir Fighter 8: ?
Vaettir: “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.[/sblock]

Oathbound Bestiary[sblock]
Lector: It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object.
Lector Old: ?
Lector Venerable: ?
Mirajii Newborn: Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection.
Mirajii: Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form.
Mirajii Blademaster: ?
Nightsong Apparition Despondent: ?
Nightsong Apparition: Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world.
Nightsong Apparition Wrathful: ?
Ruin Zombie: A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being.
Greater Ruin Zombie Wizard: ?
Greater Ruin Zombie Bard: ?
Skeletal Ravager: Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault.
These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy.
Skeletal Ravager Maddened: ?
Skeletal Ravager Greater: ?
Wisp: Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire.
Mist Wisp: ?
Sand Wisp: ?
Water Wisp: ?[/sblock]

Mor Aldenn Creature Compendium[sblock]
Black Glass Undead: They only come into existence through radically powerful spells and artifacts. They are never created by accident, but only through a dedicated effort to create a creature of very dark power and overwhelming evil.
“Black Glass Undead” is an acquired template that can be added to any corporeal undead creature.
Black Glass Wight: ?

Wight: Any humanoid creature that is slain by a black glass wight becomes a wight itself in only 1d4 rounds.[/sblock]

Dragon Templates Volume 1[sblock]
Ghost Dragon: ?[/sblock]

Shadows Over Vathak[sblock]
Blood Shadow: A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.
Kindrian Gaunt: Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight.
In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.[/sblock]

Southlands Bestiary[sblock]
Accursed Defiler: Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst.
Angatra: In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The
transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra.
Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility.
Edimmu: Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies
Gray Thirster: The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers.
Mummy Venomous: These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution.
Rotting Wind: A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts.
Sand Silhouette: Sand silhouettes are spirits of those who died in desperation that have seeped into the sand.
Sarcophagus Slime: Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt.
Skin Bat: Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats. [/sblock]

Southlands Campaign Setting[sblock]
Mummy Animated Shroud: Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious.
Mummy Hollow Men: Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person.
Mummy Indestructible: These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed.
The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed.
Mummy Revenant-Cursed: Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered.
Mummy Scarab-Infested: The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles.
Monkey Swarm Mummified Creature: ?
Mummy Bog and Peat Beast: These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat.
Mummy Frozen Kin: These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage.
Mummy Salt: Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents.

Mummy: Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy.
Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality.
Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more.
Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. [/sblock]

Thule Campaign Setting[sblock]
Frost Corpse: Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours.
Minotaur Skeleton: ?
Ogre Skeleton: ?[/sblock]

Tales of the Old Margreve Web Compilation[sblock]
Cocooned Corpses: Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses.
Whispering Demons: Whispering Demons are alien mutterings that take form and flight in the deep Margreve.[/sblock]

The Baykok[sblock]
Baykok: ?[/sblock]

The Genius Guide to Gruesome Dragons[sblock]
Bone Adults: Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it.
“Bone” is an acquired template that can be added to any corporeal dragon of at least Large size.
Bone Adult Blue Dragon: ?[/sblock]

The Genius Guide to Gruesome Undead Templates[sblock]
Carrier: Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury.
A manifestation of undead disease.
Flayed: Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge.
Fungal: Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead.
Gaping: Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane).
Racked: Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape.
Whispering: Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.[/sblock]

The Genius Guide to Horrific Haunts[sblock]
Bruja Cauldron: A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others.
Drowned Doxie: This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force.
Unending Laboratory: When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.[/sblock]

The Genius Guide to Simple Monster Templates[sblock]
Ghul: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.
Draghul Adult White Dragon Ghul Creature: ?

Ghoul: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
Ghoul Ghast: Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.
Zombie:
A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.[/sblock]

The Nemesis Bestiary Volume 1[sblock]
Whore Eater: In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again. [/sblock]

The Perfect Storm[sblock]
Storm Wraith: Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.[/sblock]

Thunderscape: the World of Aden: Campaign Setting[sblock]
Wasted: There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids.
“Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants.
Human Wasted: ? [/sblock]

Tome of Horrors 4[sblock]
Aswang: ?
Banshee Lesser: Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life.
Shadow Dire Bear: Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since.
Bone Delver: Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums.
Burning Ghat: The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit.
Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
Guardian Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
High Cimota: Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are created by evil energy.
Dark Custodian: Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship.
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
Ekimmu: An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth.
Flayed Angel: On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination.
A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew.
Galley Beggar: Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete.
Ghirru: Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic.
Glacial Haunt: The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt.
Gloom Haunt: Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods.
Grave Mount: The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study.
Grey Spirit: 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. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea.
Grimshrike: Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades.
Hooded Horror: A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed).
Zombie Horde: Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold.
Kamarupa: Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity.
Knight Gaunt: A knight gaunt is an undead creature created when a paladin falls in battle.
Lurker Wraith: ?
Mimic Undead: Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension.
Ghoul Monkey: These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath.
Mordnaissant: Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
Mummy Asp: Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set.
The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers.
Naga Death: Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves.
Necro-Phantom: A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom.
Oozeanderthals: Undead creatures created from a lost form of magic.
Rat-Ghoul: The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh.
The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces.
Screamer: These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate
Shattered Soul Impaled Spirit: Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner.
Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution.
Skin Feaster: When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster.
Skull Child: A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes.
Spider Lich: The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood.
An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed.
The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp).
Swarm Bone: A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments.
Swarm Skeletal: Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass.
Troll Undead: Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible).
Undead Elemental Fire: Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy.
Vampire Spawn Feral: Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage.
Wight Sword: These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul.
Zombie Pyre: Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living.
Zombyre: A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose.
Death Knight: “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice.
Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death.
Human Death Knight Cavalier 9: ?
Undead Horse Mount: ?
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
“Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed.
Human Meat Puppet: ?
Otyugh Meat Puppet: ?
Zombie Hungry: Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead.
Human Zombie Hungry: ?

Undead: Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living.
Ghoul: A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Ghoul Ghast: A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Vampire: Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.
Vampire Spawn: Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type.
Dread Wraith: Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds.
Banshee: The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds.
Shadow Animal: Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. [/sblock]

Forgotten Foes[sblock]
Bodak: The bodak is the physical remnants of a humanoid slain in an encounter with absolute evil.
Bodaks are evil undead created when a humanoid dies in the presence of absolute evil.
Crypt Thing: They are created by spellcasters to guard such areas and they neither leave their assigned area nor can be compelled to do so.
Nightshades: ?
Nightshade Nightcrawler: ?
Nightshade Nightswimmer: ?
Nightshade Nightwalker: ?
Nightshade Nightwing: ?
Skeleton Black: These unusual undead are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen humanoids 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.
The distinctive two-weapon style a black skeleton displays is theorized to be a connection to the very first of its kind—a warrior who wielded twin short blades. Sages believe that a spell was used to duplicate the coal-black undead this warrior became and that, since the creature’s birth, all subsequent undead are influenced to taking up the same weapons. [/sblock]

Vathak Terrors Horrors of Halsburg[sblock]
Vaquire: In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.[/sblock]

Villainous Pirates[sblock]
Poltergeist Bard 2 Old Benaz: In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.[/sblock]

World of Aruneus 001 Contagion Infected Human Zombies[sblock]
Zombies Contagion Infected Human: These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days.
A single bite from a Contagion Infected Zombie will infect any Human bitten.
If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%.
A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours.
Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish).
Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. [/sblock]

Pathways 1[sblock]
Ziburinis: The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.[/sblock]

Pathways 3[sblock]
Kalil Tamar Human Ghost Antipaladin 16: Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr.
Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground.
Abandoned Soldier Haunt: The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen.
Solid Phantoms: ?
Cairns Without End: Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.[/sblock]

Pathways 5[sblock]
Dread Revenant Creature: A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.
“Dread revenant” is an acquired template that can be added to any living corporeal creature
Dread Revenant Roper: ?
Mukurokoori: Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.[/sblock]

Pathways 6[sblock]
Osirion Mummy: “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.
Canopic Conversion spell.
Canopic Conversion Trap

Canopic Conversion
School necromancy [death, evil];
Level cleric/oracle9, sorcerer/wizard 9
Casting Time 1 round
Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)
Range close (25 f. + 5 f./2 levels)
Target one creature
Duration instantaneous
Saving Throw Fortitude half;
Spell Resistance yes
This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.
The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.
Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.

Canopic Conversion Trap CR 10
Perception DC 34; Disable Device DC 34
Effects
Trigger touch Reset automatic
Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;[/sblock]

Pathways 8[sblock]
Dread Revenant: Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice.
“Dread Revenant” is an acquired template that can be added to any living corporeal creature.
Dread Revenant Fire Giant: “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.”
Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven.
Animate Dead Revenant spell.

Animate Dread Revenant
School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9
Casting Time: 1 standard action
Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant)
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None(see text); Spell Resistance: no
You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.[/sblock]

Pathways 16[sblock]
Balor Lord Gahlgax Atarrith: Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.
Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.
Gravenknight Marilith Antipaladin 2 Sword of Orcus: ?
Spectral Tarantella: The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room.
Mek'Madius Human Lich Wizard 15: The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation.
Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off.
One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.[/sblock]

Pathways 18[sblock]
Ghoul: Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.
Ghast: Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).
To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.[/sblock]

Pathways 19[sblock]
Witchfire Creature: The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires.
“Witchfire” is an acquired template that can be added to any living, intelligent, female creature.
Mabyn The Burning Silence: ?
Black Shuck: It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside. [/sblock]

Pathways 20[sblock]
Iron Lich: Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature.
“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.
Soultill Iron Lich Human Sorcerer 7 Harrower 7: ?[/sblock]

Pathways 22[sblock]
Screaming C: Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others.

Poltergeist: The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them.
A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. [/sblock]

Pathways 23[sblock]
Scorched Skeleton: Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot.
He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away.
Curse of the Scorched Mind spell.

Undead: A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse.

Curse of the Scorched Mind
School Necromancy (evil); Level Sorcerer/Wizard 7
Casting Time 10 minutes
Components V, S, M (Fragment of the Sun Shard)
Range Touch
Target One living creature touched
Duration Instantaneous
Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No
This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead.
This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton. [/sblock]

Pathways 27[sblock]
Unrotten Grott: The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.[/sblock]

Pathways 28[sblock]
Lostling: Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness.
“Lostling” is an acquired template that can be added to any corporeal creature.
Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [/sblock]

Pathways 31[sblock]
Red Jester Creature: Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them.
“Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things.
The Court Fool of Orcus: ?[/sblock]

Pathways 33[sblock]
Gnoll Bloody Skeleton Corpse Companion: ?
Zombie Gnoll: ?[/sblock]

Pathways 34[sblock]
Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4: A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters.
Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.[/sblock]

Pathways 38[sblock]
Dread Banshee Creature: Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.
“Dread banshee” is an acquired template that can be added to any living, intelligent female creature.
Rhysslra the Releaser Dread Banshee Serpentfolk: ?[/sblock]

Pathways 39[sblock]
Arlon Ghast Wizard 5: He fell foul to the depraved minions of a necromancer.

Ghoul: A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.
Ghoul Ghast: A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/sblock]

Pathways 43[sblock]
Dread Crucifixion Spirit Creature: Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners.
“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).
Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle: ?[/sblock]

Pathways 51[sblock]
Skeleton: Bonewarped Eternity disease.

Bonewarped Eternity
Type disease, contact; Save Fortitude DC 14
Track physical; Frequency 1/day
Latency noncontagious
Resistance none
Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day
Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease.
Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease
Cure magic only
If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.[/sblock]

Pathways 54[sblock]
Dread Phantom Armor Creature: Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies.
“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.
Hollow the Hallow: ?[/sblock]

Pathways 55[sblock]
Menacing Gloom: ?
Persistent Shadow: ?
Clinging Shadow: ?
Unnatural Darkness: ?
Shadow Swarm: ?
Flickering Dark: ?
Something Else Is Here: ?
I Told You Something Else Was Here: ?
Clawing Shadows: ?
Stairwell Haunt: ?
Mallir Halswain Ghast Investigator 4: Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast.

Ghoul: A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.[/sblock]

Pathways 56[sblock]
Dread Sayona Creature: Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.
“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater.
Llorona Dread Sayona Scorpionfolk: ?

Dread Ghoul: When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.[/sblock]

Wayfinder 2[sblock]
Rusalka: The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka.
Grave Guard: Created by clerics worshiping deities with the Death domain.
A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.[/sblock]

Wayfinder 4[sblock]
Taotaomona: “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.
Anufat Human Taotaomona Savage Barbarian 9: Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [/sblock]

Wayfinder 5[sblock]
Obour: Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires.
Ustrel: The ustrel was an undead infant who had died before receiving baptism.
If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.
Varkolak: The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves.
A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.

Vampire: After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. [/sblock]

Wayfinder 6[sblock]
Frost Giant Skeleton: ?
Einherjar: Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall.
“Einherjar” is an acquired template that can be added to any living, corporeal humanoid.
No Life King: No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies. [/sblock]

Wayfinder 7[sblock]
Charnel Pit: Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead.
At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony.
Scarwall Guard: The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse.

Undead: At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.[/sblock]

Wayfinder 8[sblock]
Paul Malaise Lacedon Urban Ranger 3: ?
Doomed Derelict: Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves.

Ghoul: A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Draugr: Any humanoid slain by a doomed derelict becomes a draugr. [/sblock]

Wayfinder 9 [sblock]
Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2: Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord.
Fellclaw Fleshwarped Elven Zombie Lord: ?
Ghoul Bloated Devourer: In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy.
Ghoul Gaunt Ascetic: Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings.
Skinshroud: A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud.
The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating.

Ghoul: A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul Ghast: A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [/sblock]

Wayfinder 10[sblock]
Desert Fury: At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan.
Mummy Pesh: Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow.
Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [/sblock]

Wayfinder 11[sblock]
Coin Wraith: Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion.
Contra-Legem Devourer: ?
Contra-Legem Creature: A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will.
“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead.
Segruchen, the Fallen King: Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth.
Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings.
Thespis: When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis.
Thespis Haunt: Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt. [/sblock]

Wayfinder 12[sblock]
Hapuseneb Ghoul Cleric 6: Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul.
Ravening Jackal: Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues.
Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals.
Sphinx Reborn: They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse. [/sblock]

Wayfinder 13[sblock]
Infested Ghoul: A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours.
Zeldana Locnave Changeling Ghost Witch 8: Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death.
Alchemical Dreadnought: The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used.
Aridnyk: When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak.
Nachzehrer: Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [/sblock]

Wayfinder 14[sblock]
Disemboweled Prophet: Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse.
The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations.
Grim Harvester: Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [/sblock]

Wayfinder 15[sblock]
Ferrywight: When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight.
Hearth Wraith: Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire.
River Wraith: Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow.
“River wraith” is an acquired template that can be added to any living, corporeal creature.
Foambristles River Wraith Boar: ?

Wight: Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. [/sblock]

[/sblock]

3.5[sblock]SRD 3.5:
[sblock]
Undead: Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)
Undead are once-living creatures animated by spiritual or supernatural forces. (The Dread Codex)
Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.
Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead. (The Dread Codex)
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. (The Dread Codex)
Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice. (Strange Lands: Lost Tribes of the Scarred Lands)
Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds. (Tome of Horrors III)
Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise. (Into the Black)
Few mortal creatures have ever attempted to eat an entire dirgewood 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.
The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead.
Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead. (Creature Collection III)
Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. (Epic Monsters)
Oath of Blood spell. (Heroes of Horror)
Allip: An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life.
The allip is the spirit of someone driven to suicide by madness.
Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.
For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead. (Dragon 336)
Bodak: Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
Humanoids who die from a bodak’s death gaze attack are transformed into bodaks 24 hours later.
Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well. (Dragon 336)
A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect. (Dragon 336)
Devourer: Create Greater Undead Spell
Ghost: Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes. (Complete Book of Denizens)
Ghosts are similar to - though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal. (Libris Mortis)
“Ghost” is an acquired template that can be applied to any living creature. (Libris Mortis)
Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.
All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters. (Dragon 336)
In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead. (Dragon 336)
Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident. (Manual of Monsters)
The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)
If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment. (Monster Encyclopaedia 2 Dark Bestiary)
A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life. (Monster Encyclopaedia 2 Dark Bestiary)
Ghoul: An afflicted humanoid with less than 4 HD who dies of ghoul fever rises as a ghoul at the next midnight.
Create Undead Spell
Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul. Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.
Most humanoids who engage in such activities and return from the grave are mere ghouls. (Libris Mortis)
Field of Ghouls spell. (Libris Mortis)
Ghoul Gauntlet spell. (Libris Mortis)
(Fiendish Codex I Hordes of the Abyss)
Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul. (Fiendish Codex I Hordes of the Abyss)
A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls. (Fiendish Codex I Hordes of the Abyss)
Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin. (Dragon 336)
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. (Advanced Bestiary)
The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.
Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.
Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.
A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects. (Monster Geographica Underground)
A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul. (Monster Geographica Underground)
An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days. (Monster Geographica Marsh and Aquatic)
An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight. (Monster Geographica Forest)
An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight. (Monster Geographica Plains and Desert)
Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls. (Monster Geographica Forest)
An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight. (The Dread Codex)
An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)
An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight. (The Dread Codex)
Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul. (The Dread Codex)
Change Zombie spell. (The Dread Codex)
Humanoids who die from a demonling nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)
Humanoids who die from a mature nabassu's death gaze attack are transformed into ghouls within 1d4 rounds. (Tome of Horrors Revised)
Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.
An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight. (Creature Collection III)
Lacedon: ?
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in that they have always existed and have always been. (Tome of Horrors III)
An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul. (Strange Lands: Lost Tribes of the Scarred Lands)
Ghast: An afflicted humanoid with 4 or more HD who dies of ghoul fever rises as a ghast at the next midnight.
Create Undead Spell
The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath. (Advanced Bestiary)
A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.
Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts. (Monster Geographica Forest)
An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight. (Monster Geographica Plains and Desert)
An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight. (The Dread Codex)
Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast. (The Dread Codex)
If a ghoul lord slays its victim with its claws or bite, the victim returns as a ghast in 1d4 days. (Libris Mortis)
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast. (Libris Mortis)
The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast. (Dragon 336)
Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast. (Creature Collection III)
An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight. (Strange Lands: Lost Tribes of the Scarred Lands)
Lich: A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
“Lich” is an acquired template that can be added to any humanoid creature provided it can create the required phylactery.
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.
The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).
Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.
When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich. A dread necromancer who is not humanoid does not gain this class feature. (Heroes of Horror)
The comparable rite for clerical liches involves create undead, harm, and unhallow. (Dragon 336)
To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil. (Complete Guide to Liches)
Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal. (Complete Guide to Liches)
No one knows for certain how the first liches came to be. (Complete Guide to Liches)
Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood. (Complete Guide to Liches)
The creation of a lich requires a willing, living subject. (Complete Guide to Liches)
The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required. (Complete Guide to Liches)
In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.
The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.
Spellcasting: Caster level 11
Feats: Craft Wondrous Item
The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.
Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.
Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.
With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.
The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.
Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends
and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.
The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.
The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages. (Complete Guide to Liches)
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Create Undead Spell
Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.
Only the spell create undead can form a mohrg from a corpse that is not a murderer. (Dragon 336)
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Create Undead Spell
Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place. (Heroes of Horror)
For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit. (Heroes of Horror)
Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse. (Dragon 336)
On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage. (Dragon 336)
A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (Epic Monsters)
Mummy Lord: Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature.
Mummy 18 HD: Mummy Dust epic spell (srd 3.5 epic)
A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)
Nightshades: Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler. (Dragon 336)
Nightcrawler: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 27 or more, as a nightcrawler. (Dragon 336)
Nightwalker: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. 19 to 26, as a nightwalker. (Dragon 336)
Nightwing: ?
Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. From 11 to 18, the creature might rise as a nightwing. (Dragon 336)
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow within 1d4 rounds.
Create Greater Undead Spell
According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. (Tome of Horrors Revised)
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds. (Advanced Bestiary)
Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds. (Monster Geographica Forest)
Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds. (The Dread Codex)
Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds. (Libris Mortis)
In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow. (Dragon 336)
Shadow Greater: ?
Skeletons: Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Animate Dead spell
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards. (Monster Manual V)
Plague of Undead spell. (Libris Mortis)
A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)
Plague of Undead spell. (Heroes of Horror)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Complete Minions)
Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated. (Bestiary Malfearous)
As a standard action, a bone sovereign can create any number of skeletal monsters from its body. (Monster Geographica Underground)
As a full round action, an undead ooze can expel the skeletons in its body. (Monster Geographica Underground)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)
If a victim dies while engulfed by a bone slime, it becomes a skeleton. (The Dread Codex)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)
My Life for Yours spell. (The Dread Codex)
A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. (Dangerous Denizens The Monsters of Tellene)
Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)
Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.
In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton. (Creature Collection III)
Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)
Puppets of Death spell. (Complete Guide to Liches)
As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton. (Monster Encyclopaedia 2 Dark Bestiary)
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead Spell
Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later) (3.5 epic srd)
A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death. (Dragon 315)
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds. (Advanced Bestiary)
When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.
Spectres are born from sudden acts of violence. (Dragon 336)
The plundering dead who come to understand their true form become full-fledged spectres or ghosts. (Monster Encyclopaedia 1 Ravagers of the Realms)
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time. (Tome of Horrors Revised)
Vampire: “Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a vampire if it had 5 or more HD.
Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath. (Monster Manual V)
He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day. (Monster Manual V)
Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven. (Heroes of Horror)
Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. (Advanced Bestiary)
The vampire is a powerful undead monster that spawns its own followers from living humans.
Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires. (Complete Guide to Vampires)
When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire. (Complete Guide to Vampires)
Vampire Spawn: Vampire spawn are undead creatures that come into being when vampires slay mortals.
A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn 1d4 days after burial.
If a vampire drains a victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD.
By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn. (Monster Manual V)
A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice. (Libris Mortis)
A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn. (Libris Mortis)
Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)
A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice. (Libris Mortis)
If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.
An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial. (Libris Mortis)
If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD. (Libris Mortis)
A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD. (Libris Mortis)
Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.
Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh. (Dragon 336)
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.
Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim. (Dragon 336)
After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)
Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds. (Advanced Bestiary)
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)
After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds. (The Dread Codex)
Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds. (Libris Mortis)
Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain. (Creature Collection III)
For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.
As a standard action, a bleak crow can capture the soul of adying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.
The undead servant is identical with a zombie of equal size.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain. (Creature Collection III)
Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons. (Complete Guide to Liches)
Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)
Wraith: Wraiths are incorporeal creatures born of evil and darkness.
Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Create Greater Undead Spell
Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed.
Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds. (Heroes of Horror)
Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell. (Dragon 336)
Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds. (Monster Encyclopaedia 1 Ravagers of the Realms)
Dread Wraith: The oldest and most malevolent wraiths.
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. (Advanced Bestiary)
Zombies: Zombies are corpses reanimated through dark and sinister magic.
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Animate Dead Spell
Creatures killed by a mohrg rise after 1d4 days as zombies.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside.
As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies. (Monster Manual III)
As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies. (Monster Manual III)
Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage. Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch. (Monster Manual V)
Plague of Undead spell. (Libris Mortis)
Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. (Libris Mortis)
Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later. (Libris Mortis)
A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse). (Libris Mortis)
Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea. (Libris Mortis)
Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies. (Libris Mortis)
Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command. (Libris Mortis)
Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect. (Heroes of Horror)
Plague of Undead spell. (Heroes of Horror)
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. (Tome of Horrors Revised)
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. (Tome of Horrors Revised)
Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. (Complete Minions)
After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead. (Complete Book of Denizens)
Any creature killed by a dread mohrg rises as a zombie in 1d4 days. (Advanced Bestiary)
Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life. (Monster Geographica Underground)
The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie. (Monster Geographica Underground)
Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds. (Monster Geographica Marsh and Aquatic)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie. (Monster Geographica Forest)
As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.
The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook. (Monster Geographica Plains and Desert)
On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. (Monster Geographica Plains and Desert)
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (Monster Geographica Plains and Desert)
Living creatures killed by a deadwood tree rise in 16 rounds as zombies. (The Dread Codex)
Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies. (The Dread Codex)
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie. (The Dread Codex)
After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. (The Dread Codex)
My Life for Yours spell. (The Dread Codex)
Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.
Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails. (Tome of Horrors II).
Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful into normal zombies. (Dragon 336)
a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size. (Dragon 336)
Most dragons who drink directly from the Well of Dragons are stricken down and die immediately, animating as mindless zombie dragons in 1d4 days. (Dragon 344)
Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life. (Lore of the Gods)
Puppets of Death spell. (Complete Guide to Liches)
Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies. (Creatuers of Freeport)
Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. (Creatures of Freeport)
Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control. (Monster Encyclopaedia 1 Ravagers of the Realms)
While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies. (Monster Encyclopaedia 1 Ravagers of the Realms)
Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)
Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds. (Octavirate Presents Lethal Lexicon 2)

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level Undead Created
11th or lower Ghoul
12th–14th Ghast
15th–17th Mummy
18th or higher Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level Undead Created
15th or lower Shadow
16th–17th Wraith
18th–19th Spectre
20th or higher Devourer
[/sblock]

3.5 Psionics SRD:
[sblock]Caller in Darkness: A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror.[/sblock]

3.5 Epic SRD:
[sblock]Atropal: ?
Demilich: “Demilich” is a template that can be added to any lich.
A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will.
Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.
Hunefer: ?
Lavawight: Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Shadow of the Void: ?
Shape of Fire: ?
Winterwight: Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.

Mummy 18 HD: Mummy Dust epic spell (srd 3.5 epic)
A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. (srd 3.5 epic)

Spectre: Living creatures in an atropal’s negative energy aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).[/sblock]

Monster Manual III[sblock]
Boneclaw: The lore of the dead does not reveal from what dark necromancer’s laboratory or fell nether plane boneclaws entered the world. Perhaps they merely “evolved” from lesser forms.
Droaamite necromancers working for the Daughters of Sora Kell have learned how to transform ogre magi skeletons into boneclaws.
Rumors persist that Szass Tam, the zulkir of necromancy in Thay, created the first boneclaws to protect Thayan enclaves. However, boneclaws have been encountered in the service of various liches and necromancers across Faerûn. Some necromancers speak of a night hag who visits them in their dark dreams, trading the secrets of boneclaw creation for some “gift” to be named later.
Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.
This rite requires the spells create undead (caster level 15+) and greater magic fang. (Dragon 336)
Bonedrinker: Terrible undead created in a horrid ritual reminiscent of mummy creation, bonedrinkers wander the dark places of the world, seeking new creatures to feed upon. Hobgoblin wizards originally developed the ritual to create these monstrosities, using the fallen corpses of goblin and bugbear warriors to create the first lesser bonedrinkers and bonedrinkers. The tradition of using bugbears and goblins became habit, and nearly all bonedrinkers previously lived as one of these two goblinoid races. In theory, other humanoid creatures could be converted into bonedrinkers, but this would require twisting and adapting the original ritual.
The ritual that turns a bugbear corpse into a bonedrinker requires the create undead spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.
Many hobgoblin warlords and their bodyguards became bonedrinkers as a result of unorthodox burial rituals.
Bonedrinker Lesser: Lesser bonedrinkers result from applying the necromantic bonedrinker ritual to goblins.
The ritual that turns a bugbear corpse into a bonedrinker requires the create undead spell cast by a caster of 15th level or higher with 10 or more ranks in Knowledge (religion). Transforming a goblin corpse into a lesser bonedrinker is a similar but less exacting process, requiring create undead cast by a caster of 12th level or higher with 7 or more ranks in Knowledge (religion). These rituals are typically known only to hobgoblin wizards and clerics, though the secret has undoubtedly spread to other races over the years.
Charnel Hound: Charnel hounds are a stunning achievement of some crazed necromancer or god of death.
The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.
No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.
The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).
On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull. (Dragon 336)
Deathshrieker: The deathshrieker is an undead spirit that embodies the horrible cries and shrieks of the dying as they utter their last gasps of life. It roams lonely and forgotten battlefields, charnel houses, or sites of terrible plagues, filling the air with its mournful and soul-sapping screams. It relives the final moments of those who have died from slow, agonizing deaths due to violence, disease, or some other tragedy. Typically, the larger the death and despair of an area, the larger the deathshrieker, although relatively small areas that hosted truly despicable acts of violence can bring one into being as well.
Deathshrieker Advanced: Truly cataclysmic battles sometimes spawn deathshriekers of incredible power.
Drowned: The drowned lost their lives in the watery deep. The evidence of their gasping death always saturates their clothing and flesh, and fills the air around them. Many drowned came to their current circumstances when their ships went down at sea with all hands. Others, more ancient, first arose when their island homes sank beneath the waves ages ago, drowning all.
Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today. (Dragon 336)
Dust Wight: Dust wights are hateful creatures formed by a conjunction of elemental earth and negative energy.
Ephemeral Swarm: Ephemeral swarms are the ghostly collections of many little creatures that suffered a common death. Just as when a spirit of a particular creature lingers on as a ghost, when many small creatures die a violent death, they may linger on as a vengeful ephemeral swarm. The undead swarm is composed of the psychic agony and anguish of the newly departed.
Ephemeral swarms sometimes manifest in cities recovering from a terrible animal or vermin infestation. These undead swarms are the remnants of one or more swarms that were previously exterminated.
Grimweird: Grimweirds are weak, withered, paranoid former humanoids who have tapped into the energy of the Negative Energy Plane.
Necronaut: Necronauts are created by demons on plains of bones in the Abyss.
Necronauts form near sinister planar rifts that haunt the Mournland.
Plague Spewer: ?
they are rumored to be the undead remains of giants whom the great dragons of Argonnessen cursed with a foul plague.
Salt Mummy: Salt mummies are preserved corpses of ancient humanoids who were accidentally buried too close to veins of white, brittle salt. Of course, salt alone is not sufficient to suffuse a body with undead vigor; often, such a creature has taken a great sin with it to its subterranean grave, the horror of which eventually creates a linkage to the Negative Energy Plane.
Clerics of the Blood of Vol sometimes seal the corpses of slain assassins, corrupt officials, and criminals in caskets packed with salt in hopes of spurring the transformation of those corpses into salt mummies. Most salt mummies, however, are found underground—the remains of evil adventurers, goblinoids, and other humanoid creatures killed in Khyber and ravaged by the salt deposits.
Vasuthant: ?
Although their empire perished more than ten thousand years before Dale reckoning, the remains of many Aryvandaar sorcerers continue to haunt their empire’s ancient ruins as vasuthants—ambitious, power-hungry sun elves consumed by utter darkness.
Vasuthant Horrific: A horrific vasuthant has grown massive and terrifying after centuries of absorbing life energy.

Zombie: As a standard action, a rot reaver can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a rot reaver rise as zombies.
As a standard action, a necrothane can animate any dead creature within 60 feet that was affected by its wound rot ability within the last 24 hours. Creatures animated by a necrothane rise as zombies.[/sblock]

Monster Manual IV[sblock]
Bloodhulk: Bloodhulks are corpses reanimated through an infusion of the blood of innocent victims in a dark and horrible ritual. Their bloated bodies are filled with viscous gore and unholy fluids, providing them with the endurance to absorb an amazing amount of punishment before falling.
A bloodhulk is created through a foul ritual that saturates a creature’s flesh with the blood of sacrificed victims.
Creating a bloodhulk requires a ritual of bloody sacrifice culminating in a spell of animation. Most living corporeal beings can be made into these horrors.
The animate dead spell normally allows the creation of only skeletons and zombies. It can also create bloodhulks, though the process is more difficult.
• You can create bloodhulk warriors, giants, or crushers based solely on the size of the corpse you wish to animate:
A Medium corpse is required for a bloodhulk fighter, Large for a giant, and Huge for a crusher. Smaller and larger corpses cannot be made into bloodhulks. The creation of a bloodhulk changes the original corpse too much for it to retain most of its original features.
• In addition to the usual material components, you must supply blood from three recently slain creatures the same size as the potential bloodhulk.
• Bloodhulks are considered to have double their Hit Dice for the purpose of creating and controlling them. Thus, the number of bloodhulks you can create is equal to your Hit Dice (instead of twice your Hit Dice) if you are not in a desecrated area. You can control no more than 2 HD worth of bloodhulks per caster level; if you are attempting to control different sorts of undead creatures, the bloodhulks are considered to have twice as many Hit Dice as are shown in their entries for the purpose of determining the total number of undead you can control.
Defacer: A defacer arises when a spellcaster creates an undead being from the corpse of a doppelganger or other creature that assumes others’ visages.
A spellcaster of 14th or higher level can create a defacer by casting create undead on the corpse of a creature that mimics other creatures, such as a doppelganger.
Changelings turned into undead sometimes spontaneously rise as defacers instead of what their creators intended. When Dolurrh is coterminous, dead changelings become defacers under circumstances when they might otherwise become ghosts.
Necrosis Carnex: A necrosis carnex is created from several corpses bound together with cold iron bands.
They have a simple and stark existence, stemming entirely from their origin as purposefully created undead.
A spellcaster of 11th level or higher can create a necrosis carnex with an animate dead spell. To do so requires three corpses from Medium creatures and cold-hammered iron bands worth 200 gp. None of this material is consumed in the casting and but instead becomes the undead amalgam of the carnex. When used to create a necrosis carnex, the animate dead spell has a casting time of 10 minutes.
Plague Walker: A plague walker is an undead weapon created by evil mages and clerics.
As undead creatures crafted for use in war, plague walkers have no place in the natural environment. Tales claim that they arise as the result of a rare contagion, but in truth any diseased corpse serves to produce these monstrosities.
Creating a plague walker is a relatively simple process, though its cost prevents most spellcasters from producing the creatures in great numbers outside of wartime. Any arcane or divine caster of 6th level or higher who can cast necromancy spells can craft a plague walker. Doing so involves performing a horrific ritual that requires 800 gp worth of unholy water, the corpses of four Medium creatures that died of disease, and two days of prayer. (Two Small corpses are equivalent to one Medium corpse, and one Large body counts as two Medium corpses.) At the end of the ritual, the remains meld into a single plague walker, which obeys its creator’s commands to the best of its ability.
Web Mummy: “Web mummy” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.
When ready to reproduce, a tomb spider finds a suitable corpse (or kills such a creature), implants its eggs, and wraps the corpse in webbing. The host corpse animates as a web mummy and protects its creator.
Web mummies are undead creatures animated by a spider with a connection to negative energy.
A tomb spider lays its eggs in a humanoid, monstrous humanoid, or giant’s body, animating the corpse as a web mummy.
Vitreous Drinker: The creatures were reputedly created by Vecna for some nefarious purpose.[/sblock]

Monster Manual V[sblock]
Blackwing: The orcs caught and brutalized eagles for sport until their depraved mystics discovered the necessary ritual to create powerful undead servitors—the first blackwings.
The necromantic ritual used to create blackwings requires the intact body of a giant eagle.
Blackwings are created from the corpses of giant eagles. The corpse must be buried within the area of an unhallow spell for at least six months. Then, a spellcaster of 18th level or higher must cast create undead on the remains.
Deadborn Vulture Zombie: When a deadborn vulture is reduced to 0 hit points, it immediately dies and becomes a deadborn vulture zombie that retains the vulture’s disease ability.
A deadborn vulture reanimates as a zombie after it dies.
God-Blooded Orcus-Blooded: Orcus-blooded” is an acquired template that can be added to any evil undead creature. The sacrifice of good-aligned creatures totaling 20 or more Hit Dice causes an aspect of Orcus to appear and bathe the petitioner with black, tarry blood poured from a golden chalice. The undead creature covered in this blood then grows goatlike horns and gains the Orcus-blooded template.
Haunt: Haunts are spirits that left unfi nished business in life and have returned to seek recompense.
Bridge Haunt: A bridge haunt is a ghostly undead that lingers near the bridge where it came into being after the death of the living creature it once was.
This is a bridge haunt, the incorporeal spirit of someone who died at this bridge.
Forest Haunt: Forest haunts are the spirits of fey-touched trees that seek vengeance on intruders within their forest domain. When a dryad is killed, she can curse those who slew her with her dying breath. This curse fuels the spirit of the oak to which she is tied, causing it to stalk the forest until her killers are slain, and sometimes beyond.
This is a forest haunt, the spirit of a tree touched by the fey. When a dryad is destroyed and speaks a curse with her dying breath, a forest haunt is born.
Taunting Haunt: A taunting haunt is the twisted, jealous spirit of a deceased bard, jester, or other performer.
This is a taunting haunt, the bitter spirit of a troubadour, jester, or bard.
Phantom: “Phantom” is an acquired template that can be applied to any corporeal creature
Phantom Ghast Ninja: By using a secret ritual, Kugan’s master granted him the phantom template for his years of honorable and successful service.
Sanguineous Drinker: Occasionally, small packs of three to nine individuals form in areas of intense death and suffering.
Necromancers and cunning undead spellcasters create sanguineous drinkers.
Necromancers create them from corpses boiled in blood. Particularly evil and bloodthirsty creatures might spontaneously rise as sanguineous drinkers if they die in an environment soiled with blood and corrupted by negative energy.
A spellcaster of 15th level or higher can use the create undead spell to animate a sanguineous drinker.
Skull Lord: Dark rumors speak of the skull lords, powerful undead beings created by the magic unleashed at the death of the mighty necromancer Vrakmul.
The twelve skull lords arose from the ashes of the Black Tower of Vrakmul. Whether they were created intentionally by that mad necromancer or came forth spontaneously from the foul energies of his fallen sanctum, none can say.
Alternatively, skull lords might simply be a powerful new form of undead with no specific background or number. Skull lords might be the result of failed attempts at achieving lichdom, the undead remains of a race of three-headed beings, or a single creature formed from the magical amalgamation of three corpses.
The Battle of Bones is a popular destination for Faerûn’s necromancers, and it is rumored that the first skull lords were spawned in that cursed place.
Bonespur: Bonespurs are animalistic monstrosities created only for fighting and killing.
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
A spellcaster of 8th level or higher can create a bonespur using the create undead spell. Creating a bonespur requires skeletal remains equivalent to six Medium creatures.
Serpentir: Serpentirs are dreadful snakelike undead formed from several skeletons.
A spellcaster of 10th level or higher can create a serpentir using the create undead spell. Creating a serpentir requires skeletal remains equivalent to six Medium creatures.
A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
Spectral Rider: Each spectral rider is born of particular circumstances.
Blackguards and evil knights are the individuals who most commonly become spectral riders after death. However, even the holiest of paladins can be polluted by foul necromantic magic and twisted into these dark warriors. The rituals that create a spectral rider involve unspeakable desecrations of the corpse. In the case of paladins or holy knights, deception is used to lure the spirit back to its body, binding a pure soul to tainted dead flesh.
A spellcaster of 12th level or higher can create a spectral rider using a create greater undead spell. The PC must fi nd a suitable subject corpse—a mounted warrior of at least 6th level at the time of his or her death.
Once per month, a skull lord can engage in a 12-hour ritual under the dark moon to create a spectral rider from the remains of a mounted warrior.

Skeleton: A skull lord’s creator skull can create a bonespur, a serpentir, or a skeleton from nearby bones and bone shards.
Vampire: Seduced by the promises of Orcus, he cast aside his life for the dark blessings of undeath.
He begged the gods to spare him from death, vowing that he would do whatever was asked of him in exchange for the gift of immortality. His pleas gained the attention of Orcus, who longed for mortal souls to feed his insatiable hunger. The demon prince granted this knight the power to defeat death by stealing his soul, transforming his mortal form into the undead monstrosity it remains to this day.
Vampire Spawn: By drinking the blood of the living, vampires rejuvenate themselves and create their foul spawn.
Zombie: Whenever a creature that can acquire the zombie template dies within 20 feet of a graveyard sludge, that creature rises as a zombie 1d4 rounds later. However, the graveyard sludge imparts some of its own unique physiology to the zombie, causing each of the zombie’s natural attacks to deal an extra 1d6 points of acid damage.
Any creature slain by a graveyard sludge rises as a zombielike creature with an acidic touch.[/sblock]

Libris Mortis[sblock]
Angel of Decay: ?
Atropal Scion: Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of fl esh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.
Blaspheme: Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians.
Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifi ces to evil powers.
Bleakborn: Sometimes a newly created bleakbron spawn becomes a bleakborn instead of a mere zombie, though the wiles of the dark gods determine such instances.
Blood Amniote: If a blood amniote deals as many points of Constitution damage during its existence as its full normal hit point total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total.
Bloodmote Cloud: ?
Bone Rat Swarm: ?
Boneyard: ?
Brain in a Jar: The ritual of extraction, the spells of formulation, and the alchemical recipes of preservation are closely guarded secrets held by only a few master necromancers.
Cinderspawn: Cinderspawn are burnt-out undead remnants of creatures of elemental fire.
Corpse Rat Swarm: ?
Crypt Chanter: Any humanoid slain by a crypt chanter through its draining melody becomes a crypt chanter 1d4 rounds later.
Deathlock: Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave.
Dessicator: Desiccators are the dried-out undead remnants of creatures of elemental water.
Dream Vestige: The original dream vestige was born from the nightmares of an entire city, as all of its citizens died in cursed sleep (a curse that some attribute to Orcus). Since then, that creature has spawned itself many times over.
When a dream vestige gains a number of temporary hit points equal to its full normal hit point total, it self spawns, splitting into two identical dream vestiges, each with a number of hit points equal to the original dream vestige’s full normal total.
Entomber: Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants.
Entropic Reaper: Entropic reapers are undead that arise in Limbo.
Evolved Undead: An evolved undead is an undead whose body is flushed with more negative energy than normal due to an exceptionally long lifetime.
When an intelligent undead creature survives for 100 years or more (or when the DM decides to create an undead monster with a twist), there is a 1% chance that its connection to the Negative Energy Plane grows more mature. When this “evolution” occurs, the undead gains this template. Each additional 100 years of existence affords an additional 1% chance of a more mature connection, plus an additional 1% chance for each previous evolution.
“Evolved undead” is an acquired template that can be added to any undead with an Intelligence score.
Forsaken Skin: Creatures killed by a forsaken shell slough their skins after 1d4 rounds. These sloughed skins are new forsaken shells under the spawner’s control.
Ghost Brute: Ghost brutes are the spectral remnants of animals, magical beasts, and sentient plants—creatures without the minimum Charisma needed to become normal ghosts.
A ghost brute most often results from the same circumstances that caused its earthly companion or master to remain after death. It might be the mount of a betrayed paladin, the beloved pet of a child tragically killed, the scorched oak of a ghostly dryad, or a murdered druid’s animal companion.
However, sometimes a bizarre circumstance might produce a ghost brute without an intelligent companion. For example, a forest suddenly obliterated by an evil magical attack might remain as a ghostly grove populated by lingering spirits not even completely aware of their own destruction.
“Ghost brute” is an acquired template that can be added to any animal, magical beast, or plant with a Charisma score below 8.
Gravetouched Ghoul: Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a gravetouched ghoul.
In rare occasions the creation of a ghoul briefly draws the attention of Doresain, King of the Ghouls. When this happens, the newly formed ghoul does not possess the standard Monster Manual statistics for a ghoul, but instead the base creature gains the gravetouched ghoul template.
“Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher.
Hulking Corpse: ?
Mummified Creature: Mummies are undead creatures, embalmed using ancient necromantic lore.
“Mummified creature” is an acquired template that can be added to any corporeal giant, humanoid, or monstrous humanoid.
The process of becoming a mummy is usually involuntary, but expressing the wish to become a mummy to the proper priests (and paying the proper fees) can convince them to bring you back to life as a mummy—especially if some of your friends make sure the priests do what you paid them to do.
Murk: A murk that bestows a negative level on a 1 HD creature kills the creature, which becomes a murk under the control of its killer within 1d4 rounds.
Necromental: A necromental is the undead remnant of an elemental creature.
“Necromental” is an acquired template that can be added to any elemental.
Necropolitan: Necropolitans are humanoids who renounce life and embrace undeath in a special ritual called the Ritual of Crucimigration.
“Necropolitan” is an acquired template that can be added to any humanoid or monstrous humanoid.
Any living humanoid or monstrous humanoid can petition for consideration to undergo the Ritual of Crucimigration, which (if successful) enables the creature to become a necropolitan. The petition for consideration requires a fee of 3,000 gp and a written plea.
The Ritual: The first part of the ritual requires the placement of the petitioner on a standing pole. Cursed nails are used to affix the petitioner, and then the pole is lifted into place. The resultant excruciating pain that shoots like molten metal through the petitioner’s fingers and up the arms is not what finally ends the petitioner’s mortal life, however, since death usually comes from asphyxiation and heart failure. As petitioners feel death’s chill enter their bodies, many have second thoughts, but it is far too late to go back—the cursed nails and chanting of the ritual ensures that the Crucimigration is completed.
The ceremony that lasts for 24 hours—the usual time it takes for the petitioner to perish. During this period, two or three zombie servitors keep up a chant initiated by the ritual leader when the petitioner is first placed into position. Upon hearing the petitioner’s last breath, the ritual leader calls forth the names of evil powers and gods to forge a link with the Negative Energy Plane, and then impales the petitioner. Dying, the petitioner is reborn as a necropolitan, dead but animate.
Plague Blight: Plague blights are animated corpses of humanoids who died from plague or rot.
Quell: ?
Raiment: A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim.
Revived Fossil: Revived fossils are the remains of animals or monsters that were preserved in a petrified state. Fossils are found encased in stone or other geological deposits, but revived fossils are the freed and animated remains of the dead.
Revived fossils cannot be created with the animate dead spell, but instead are created through special necromantic rituals that vary depending on the fossil to be revived.
“Revived fossil” is an acquired template that can be added to any corporeal creature.
Skin Kite: When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin.
Skirr: ?
Skulking Cyst: A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host (see the necrotic cyst spell).
Necrotic Cyst spell.
Slaughter Wight: Slaughter wights are undead that have been specially touched by dark gods, endowing them with a vicious hatred of life that goes beyond that of simple walking dead.
Sometimes a newly created slaughter wight spawn becomes a slaughter wight instead of a mere wight, though the wiles of the dark gods determine such instances.
Slaymate: Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death.
Spectral Lyricist: In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.
Swarm-Shifter: “Swarm-shifter” is an acquired template that can be added to any corporeal undead with an Intelligence score.
Tomb Motes: Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials.
Umbral Creature: “Umbral creature” is an acquired template that can be added to any aberration, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.
Visage: The first visages were formed from the spirits of demons by Orcus, Demon Prince of Undead, while he had assumed the identity of Tenebrous. When he reassumed his true identity and mantle, however, Orcus discarded the visages from his service, and since that time, they have reproduced by spawning new visages from any evil outsiders.
Any evil outsider slain by a visage becomes a visage 24 hours after death.
Voidwraith: ?
Wheep: ?

Ghoul: Ghouls are said to be created upon the death of a living sentient being who savored the taste of the flesh of other sentient creatures. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead.
Most humanoids who engage in such activities and return from the grave are mere ghouls.
Shadow: Any humanoid reduced to Strength 0 by an umbral creature dies and rises as a shadow under the control of its killer in 1d4 rounds.
Wight: Any humanoid slain by a slaughter wight becomes a normal wight in 1d4 rounds.
Zombie: Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds.[/sblock]

Heroes of Horror[sblock]
Jonah Parsons Human Ghost Expert 4: Less than a year ago, Jonah and Annalee Parsons were a happy couple in a happy community. They had just found out that they were expecting a child. While Jonah, a researcher and scribe by profession, was working overtime to provide for all that they would soon need, Annalee was busily converting their unused barn into a study for her husband, now that his former study was going to become the new baby’s room.
Not long into the pregnancy, however, Jonah began to notice a change in his wife. She wasn’t doing anything different or unusual, but she just didn’t seem like the same person. The one person in whom he could confide his concerns blamed them on the combination of the changes of pregnancy and the anxiety felt by every expectant father. But Jonah was not convinced, and he began to investigate his wife’s condition. Within three months, Jonah was dead—stabbed to death by town guards in his own study; records indicate that he was “slain while attempting to resist a lawful arrest.”
What actually happened is that Jonah began to suspect that something had infected his wife’s mind, soul, or both. But before he could discover what was really going on, and perhaps find a way to bring back the Annalee he once knew, the thing inside her sensed his suspicion and contrived a way to silence him. The unholy scion made its mother, now some five months pregnant, scratch and beat herself before running in terror to the local constable. She claimed her husband had gone mad and locked himself into his study after nearly killing her. When the soldiers arrived, they took Jonah by surprise and, in the confusion, mortally wounded him.
The story picks up some five months after the death of Jonah Parsons. His daughter, Eve, was born recently, and with her birth came the return of her father as a ghost. What Jonah had begun to uncover is that inside his barn dwelled a dark entity that began to take over the unborn child growing inside his wife as she worked to convert the site into a study for him. Unknown to anyone, the site had once been the location of a shrine dedicated to Cas, the demigod of spite, and that lingering taint was an open invitation to demonic forces to take up residence in Cas’s absence.
Cas, rarely one to forgive a slight of any kind, offered Jonah’s restless soul a glimpse of what the Lord of Spite would see as hope. Jonah arose as a ghost, filled with the knowledge that the source of his wife’s madness and his own death was the child she had borne in her womb.
Haunting Presence: Sometimes when undead are created they come into being without a physical form and are merely presences of malign evil. Haunting presences usually occur as the result of atrocious crimes. Tied to particular locations or objects, these beings might reveal their unquiet natures only indirectly, at least at first.
As a haunting presence, an undead is impossible to affect or even sense directly. A haunting presence is more fleeting than undead who appear as incorporeal ghosts or wraiths, or even those undead enterprising enough to range the Ethereal Plane. Each haunting presence is tied to an object or location and can only be dispelled by exorcism or the destruction of the object or location. Despite having no physicality, each haunting presence still possesses the identity of a specific kind of undead. For instance, one haunting presence might be similar to a vampire, while another is more like a wraith.
Bane Wraith: They result when someone dies a violent and gruesome death, accompanied by the deaths of his family, friends, and everything he loved and worked for. Bane wraiths develop most frequently, but not exclusively, in or near tainted regions.
Bloodrot: While sages originally believed that bloodrots were slain oozes animated by necromantic spells, they have now come to understand that the bloodrot is not a true ooze at all, despite its oozelike form. Rather, a bloodrot is formed from the remaining fluids of a creature dissolved in acid or otherwise liquefied.
Tainted Minion: A tainted minion is a mortal who has been transformed into a horrific undead servant of evil.
“Tainted minion” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least mild levels of both corruption and depravity (referred to hereafter as the base creature). It is most often applied to a creature that dies because its corruption score exceeds the maximum for severe corruption for a creature with its Constitution score.
Tainted Minion Human Fighter 5: ?

Undead: Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.
Oath of Blood spell.
Lich: When a dread necromancer attains 20th level, she undergoes a hideous transformation and becomes a lich.
A dread necromancer who is not humanoid does not gain this class feature.
Mummy: Whether it’s a mindless, shambling corpse or a spellcasting sorcerer, a mummy is usually the protector of a tomb or the victim of a curse. Either of these scenarios generates a worthwhile horror villain, but consider the possibility of a mummy not bound to a higher power. Perhaps an ancient necromancer chose mummification over lichdom in his bid for immortality. Or a mummy might indeed be cursed but potentially able to escape her eternal imprisonment if she can find another to take her place.
For a bizarre twist, consider the possibility that the power animating the mummy is in fact contained in the wrappings. Should even a scrap of the cloth survive the first mummy’s destruction, the next creature to touch it might find itself possessed by the ancient’s vengeful spirit.
Skeleton: Plague of Undead spell.
Vampire: Vampire myths older than Dracula (novel 1897, film 1931) attribute the existence of the undead to sinners and suicides unable to enter Heaven.
Wraith: Any humanoid slain by a bane wraith becomes a standard wraith in 1d4 rounds.
Zombie: Any creature that dies in a tainted area animates in 1d4 hours as an undead creature, usually a zombie of the appropriate size. Burning a corpse protects it from this effect.
Plague of Undead spell.
Corpse Gatherer: Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers.

OATH OF BLOOD
Necromancy
Level: Cleric 5, sorcerer/wizard 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See below
Saving Throw: None
Spell Resistance: Yes
Oath of blood functions only when cast on a creature that has recently been subject to a geas or similar spell. It extends the reach of the geas beyond death. If the individual subject to the geas dies before completing the task, oath of blood animates him as an undead creature in order that he might continue his quest. The nature of the undead creature is determined by the caster level of this spell, as per create undead. Once the task is complete or the original geas (or similar spell) expires, the magic animating the subject ends and he returns to death.
Material Component: Grave dirt mixed with powdered onyx worth at least 40 gp per HD of the target.
PLAGUE OF UNDEAD
Necromancy [Evil]
Level: Cleric 9, dread necromancer 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell unleashes great necromantic power, raising a host of undead creatures. Plague of undead turns the bones or bodies of dead creatures within the spell’s range into undead skeletons or zombies with maximum hit points for their Hit Dice. The undead remain animated until destroyed. (A destroyed zombie or skeleton can’t be animated again.)
Regardless of the specific numbers or kinds of undead created with this spell, a single casting of plague of undead can’t create more HD of undead than four times your caster level.
The undead you create remain under your control indefinitely and follow your spoken commands. However, no matter how many times you use this spell or animate dead, you can only control 4 HD worth of undead creatures per caster level; creatures you animate with either spell count against this limit. If you exceed this number, newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Anytime this limit causes you to release some of the undead you control through this spell or animate dead, you choose which undead are released.
The bones and bodies required for this spell follow the same restrictions as animate dead. All the material to be animated by this spell must be within range when the spell is cast.
Material Component: A black sapphire worth 100 gp or several black sapphires with total value of 100 gp.[/sblock]

Fiendish Codex I Hordes of the Abyss[sblock]
Ghoul: Any humanoid creature drained to 0 levels by the juvenile nabassu’s deathstealing gaze dies and is immediately transformed into a ghoul.
Any humanoid creature drained to 0 levels by a mature nabassu’s death-stealing gaze dies and is immediately transformed into a ghoul.
A nabassu’s gaze can drain life, and those who succumb are transformed into ghouls.[/sblock]

Denizens of Dread
[sblock]
Akikage (Shadow Assassin): Creatures spawned from ninjas and assassins who died while trying to destroy an assigned victim.
Ancient Dead: Created by the ritual preservation of a corpse and animated by dark magic.
“Ancient Dead” is a template that can be applied to any living creature.
Animator: Animator is an acquired template that can be added to any nonmagical object.
Arayashka (Snow Wraith): Arayashka are the souls of people who were killed by an arayashka.
Any humanoid slain by an arayashka and buried in an area where snow may fall rises as an arayashka during the next snowstorm.
Bastellus (Dream Stalker): Victims who die due to the bastellus’s dream invasion become a bastellus in 1d4 days.
Bat Skeletal Bat: ?
Boneless: First created in the laboratories of Darkon’s ruler through a bizarre ritual that separated and animated separately the bones and flesh of a corpse.
“Boneless” is an acquired template that can be added to any corporeal creature (other than undead) that once had a skeleton.
Bowlyn: Without exception, the bowlyn were sailors on oceangoing vessels who died from an accident at sea.
Cat Crypt: ?
Cloaker Dread Undead: Undead Cloakers are rumored to be the tragic remnant of a resplendant cloaker drained by undead.
Corpse Candle: Corpse candles are incorporeal spirits of murdered individuals that attempt to coerce the living into gaining revenge upon their killers.
Crimson Bones: Crimson bones are gruesome undead created when a humanoid is flayed alive in a sacrificial ritual.
Crimson bones are not created purposely; they rise spontaneously from the dead, driven by hatred of the living and lust for vengeance.
Geist: Geists are the undead spirits of creatures that died a traumatic death with either a task uncompleted or an evil deed unpunished.
“Geist” is a template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger.
Bussengeist: Bussengeists are the spirits of people whose actions or inaction caused a great tragedy in which they were killed.
Poltergeist: Beings that become poltergeists often died in scenes of great violence and emotional turmoil.
Ghoul Lord: Ghoul Lords are the cursed souls of humanoids who dared to taste the flesh of their own race. These individuals gain the dire attention of the Dark Powers and are corrupted by their cannibalistic sins. They become twisted creatures, eventually dying and rising again in the form of ghoul lords, masters of the ravenous dead.
“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
A humanoid or monstrous humanoid reduced to 0 Constitution or less by a ghoul lord’s ravenous fever dies and rises as a ghoul lord in 24 hours if the body is not destroyed.
Spectral Hag: A spectral hag arises when a hag dies during an evil ceremony.
“Spectral Hag” is an acquired template that can be added to any hag.
Hound Dread Phantom Hound: Phantom hounds are the restless spirits of loyal dogs who failed in their duty to their master.
Hound Dread Carcass Hound: Carcass hounds are zombielike, mindless animated corpses.
Jolly Roger: A jolly roger is the restless corpse of a pirate or ship’s captain that died at sea.
Lebentod: Lebendtod are a dangerous form of undead first created by the necromancer Meredoth.
“Lebendtod” is An acquired template that can be added to any humanoid creature.
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is left completely undisturbed, the creature rises as a lebendtod.
Lich Elemental: “Elemental Lich” is an acquired template that can be added to any humanoid creature, provided it can create the required phylactery.
Mist Ferryman: A few sages hold that they are manifestations of the mists themselves, but most believe they represent the fate of those who die in the Misty Border, doomed to wander forever.
If an afflicted victim dies of ferryman's rot, her skin flakes away into
dust, leaving a skeletal corpse that rises as a mist ferryman in 6 rounds and retreats into the Mists.
Mist Horror: Some maintain that they are the spirits of evil beings who attracted the attentions of the Dark Powers but who were not evil enough to imprison in their own domain.
Other scholars have posited the theory that mist horrors are created from the bodies of creatures slain by a mist golem.
“Mist horror” is a template that can be applied to any living creature.
Odem: Odems are remnants of the spirits of evil humanoids that did not have the force of will to become ghosts.
Death's Head Tree Death's Head: When the heads ripen, they break off from the Death's Head tree and float away. When this happens, the heads’ type becomes “undead.”
Undead Treant: Thoroughly corrupted by evil in life, many
dread treants assumed a vampiric existence in death.
Radiant Spirit: Radiant spirits manifest when a powerful paladin or lawful good cleric is killed before completing an important spiritual quest.
Remnant Aquatic: Remnants are the spirits of humanoids whose bodies were thrown into a watery, unconsecrated grave after they had been worked to death.
Rushlight: The rushlight is created from the spirit of an evil creature who has been burned alive.
skeleton Pyroskeleton: Created from the skeletons of murdered humanoids.
The undead priestess Radaga of Kartakass was the first to create pyroskeletons. On a night when the Mists were thick, Radaga and her minions took the corpses of six murdered soldiers and cast enlarge person, produce flame, protection from energy and animate dead on them. As the skeletons began to stir, enlarge person was cast on each a second time. The Mists fused with the newly created undead to allow enlarge person to increase the skeletons a second time. Others have since learned the methods, and each creator often experiments with the process until they create a distinct variant.
Skeleton Strahd Skeleton: Animated by Barovia's darklord.
Whether as a result of Count Strahd's own research or because of some inherent property of the land of Barovia is unknown.
Skeleton Strahd's Skeletal Steed: Strahd’s skeletal steeds are
the animated remains of heavy warhorses whose riders have fallen in battle against the lord of Barovia.
Spirit Waif: A spirit waif is the restless soul of a murdered child. Having become the victim of some nefarious beast, the child’s soul remains trapped on this plane.
Valpurleiche (Hanged Man): The valpurleiche, or hanged man, is the tortured form of a hanged humanoid filled with a tremendous amount of spite and hate during his execution. Some valpurleiches are created from the souls of those who were wrongly executed. Others are simply enraged criminals who want revenge despite their just sentence.
Vampire Chiang-Shi: If the chiang-shi drains the victim’s Constitution to 0 or less, the victim returns as a chiang-shi if it had 5 or more Hit Dice.
Vampire Nosferatu: If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a nosferatu if it had 5 or more Hit Dice.
Vampire Nosferatu Cerebral vampire: Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.
Vampire Vrykolaka: If the vrykolaka drains the victim’s Constitution to 0 or less, the victim returns as a vrykolaka if it had 5 or more Hit Dice.
Vampire Dwarven Vampire: If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a dwarven vampire if it had 5 or more Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire rises 1d4 days after the vampire’s visit.
Vampire Elven Vampire: If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as an elven vampire if it had 5 or more HD.
Vampire Gnome Vampire: To create a new minion, a gnomish vampire must drain a gnome victim's Constitution to 0 or less, then place the corpse in the same sarcophagus in which the vampire itself sleeps. The gnomish vampire must then lie atop its victim for three full days, not even leaving to feed, allowing its negative energy to seep into the victim. At the end of this period, the victim returns as a gnomish vampire if it had 5 or more Hit Dice.
Vampire Halfling Vampire: A halfling victim slain by a vampire's Constitution drain returns as a halfling vampire if it had 5 or more HD.
Wight Dread: Any humanoid slain by a dread wight becomes a dread wight in 1d4 rounds.
Any humanoid slain by a greater dread wight becomes a dread wight in 1d4 rounds.
Wight Dread Greater: Any giant slain by a greater dread wight becomes a greater dread wight.
Zombie Cannibal: An individual slain by a cannibal zombie rises swiftly to join his slayer and the pack as a new cannibal zombie.
Zombie Desert: The first desert zombies were the product of the experimentations of one of Har’Akir’s most powerful spellcasters, the ancient dead known as Senmet. Since his time, other powerful wizards and sorcerers in that desert realm have learned how to raise up the dead to serve them as desert zombies.
Zombie Mud: Mud zombies generally hail from Darkon, where Azalin Rex has discovered how to create minions that would keep going despite insurmountable problems, such as missing arms or legs.
Zombie Sea: ?
Zombie Strahd: Barovia’s darklord has mastered the secret of creating more potent zombies than the usual animated corpses.
Zombie Fog: ?
Fog Cadaver: The fog can animate any humanoid corpse within its mist-filled area. It can animate corpses that are buried in the ground unless they were blessed at the time of burial or are buried in sanctified ground. The fog can animate up to 10 dead bodies each round. A zombie fog can animate a total number of cadavers at any one time equal to its current hit points.
Zombie Lord: Zombie lords are created only through a rather unlikely set of circumstances. A humanoid of evil alignment must first be slain by an undead creature, without joining the ranks of the undead himself. Then, an attempt to restore the dead individual to life, such as through a raise dead spell, must go awry, with the deceased individual failing the necessary Fortitude save. If that happens, the deceased may enter undeath as a decayed, corpselike zombie lord.
“Zombie lord” is a template that can be added to any humanoid or monstrous humanoid.

Ghast: If a ghoul lord slays its victim with its claws or bite, the
victim returns as a ghast in 1d4 days.
Lebendtod create more of their kind by breathing into the mouth of a dying humanoid (one below 0 hit points) as it draws its last breath. This requires a full-round action and provokes attacks of opportunity. The body must then be isolated for 72 hours. If the body is disturbed in any way but left largely intact, it rises as a ghast.
Ghost: Ghosts are similar to- though more powerful than - geists, spirits of intelligent creatures who have died with unfinished business and who remain close to the physical world in the hopes of completing some goal.
“Ghost” is an acquired template that can be applied to any living creature.
Skeleton: A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).
Vampire Spawn: A humanoid or monstrous humanoid slain by a chiang-shi’s energy drain attack rises as a vampire spawn 1d4 days after burial.
If the chiang-shi instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer Hit Dice.
A humanoid or monstrous humanoid slain by a nosferatu energy drain attack rises as a vampire spawn 1d4 days after burial.
If a nosferatu drains a humanoid or monstrous humanoid's Constitution to 0 or less, the victim returns as a vampire spawn.
Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. if they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.
A humanoid or monstrous humanoid slain by the diseases spread by a vrykolaka rises as a vampire spawn 1d4 days after burial.
If the vrykolaka instead drains the Victims reduced to 0 Intelligence or below from a cerebral vampire's intelligence drain fall into a catatonic stupor. If they die while their Intelligence is still at 0 or below, they may return as cerebral vampires, depending on their Hit Dice.
If a dwarven vampire drains a victim's Constitution to 0 or less, the victim returns as a vampire spawn if it had 4 or fewer Hit Dice. For this to happen, however, the victim’s body must be placed in a stone sarcophagus and placed underground. Next, the master vampire must visit the corpse and sprinkle it with powdered metals. If all this occurs, the new vampire spawn rises 1d4 days after the vampire’s visit.
An elf or half-elf that commits suicide due to the effects of an elven vampire’s Charisma drain rises as a vampire spawn 1d4 days after burial.
If the elven vampire drains the victim’s Charisma to 0 or less, causing the victim to die, the victim returns as a spawn if it had 4 or fewer HD.
A halfling victim slain by a vampire's Constitution drain returns as a vampire spawn if it had 4 or fewer HD.
Zombie: Any humanoid slain by an undead cloaker’s energy drain (including the host) rises as a zombie 24 hours later.
A pyre elemental can touch the corpse of any once-living corporeal creature within its reach as a free action, animating it as a zombie or skeleton (depending on the condition of the corpse).
Humanoids slain by a Jolly Roger’s cackling touch rise as waterlogged zombies in 24 hours unless the body is blessed and given a traditional burial at sea.
Those who fail a zombie lord's aura of death save by more than 10 die instantly and become zombies.
Once per day, by making a successful touch attack, the zombie lord can attempt to turn a living creature into a zombie under his command. The target must make a Fortitude save. Those who fail are instantly slain, and rise in 1d4 rounds as a zombie under the zombie lord’s command.
[/sblock]

Dangerous Denizens The Monsters of Tellene[sblock]
Eaten One: created from fallen heroes who have been partially consumed by oozes or other hideous creatures.
Hound of Ill-Omen: ?
Mummy Blood Hijarjany: The blood mummy (known as the “hijarjany”) results from mummification that excluded the removal of the organs (usually common folk).
Mummy Heretic Ghoskinjany: These beings were horridly tortured and then mummified alive, a process that granted them great power and a terrible hatred for anything living.
Mummy Noble Shojarijany: The Shojarijany, or “noble mummy,” resulted from the best mummification process available during the Middle Period.
Mummy Rattlebon Thinchejany: ?
Mummy Royal Shijarinjany: ?
Mummy Servitor Jhurijany: Jhurijany, or “servitor mummies,” were created from commoners as servants to the kings, priests and to the undead masters.
Poltergeist: ?
Reliqus: The reliquae of Tellene are rumored to be the creation of Queen Simura, a former ruler of Pekal who turned to the dark arts of necromancy late in her reign.
Rusalka: Rusalka are the undead spirits of women who have met an untimely end through drowning, whether by murder or suicide.
Some Kalamaran scholars say that the ancient origins of the rusalka lie in the Ep’Sarab Swampland, where three witches lay buried in three separate, but adjoining mounds. In the year 458 IR, river pirates led by the famous brigand Caran Bluetooth plundered the mounds. When they did so they roused the souls of the three witches. These evil incarnations rose from the dead in raging madness, hounding the greater part of the crew to death. Only a few escaped, fleeing south down the Badato River. One of these, Caran’s brother Malaran, is thought to have escaped with a powerful magic ring. He fled into the swamps and for a great while wandered listlessly, without home or any kind of shelter. The witches, not satisfied with destroying the pirates, lay a curse on the water and all the water that earned the pirates their livelihood.
The curse had greater impact than the witches ever dared hope and soon the spirits of women tormented in life rose from the surrounding bogs and rivers; the rusalka had come to Kalamar.
Sheet Phantom: Sheet phantoms are the maligned spirits of those betrayed byfriends and family members. They return for revenge by inhabiting a piece of fabric related to their betrayal and death.
No one knows for certain where the sheet phantom originates, for the first documented case of the sheet phantom has been corrupted by urban legend. Coincidentally (or not), this sheet phantom was the spirit of an expert Mendarn tailor, Blesdar Forband. Blesdar was said to make the most magnificent clothing known throughout the region. But one customer, a noble by the name of Granden, refused payment until he saw perfection. Blesdar locked himself in his shop and worked. Completing his fifth attempt, the tailor proudly presented his
work to the noble. Granden turned down his efforts yet again. Finishing his sixth attempt with an unexpected speed, Blesdar presented himself at the noble’s home to show off his latest creation. It was there that he realized the truth – Granden had cruelly kept Blesdar working so that he could spend time with the tailor’s wife. Collapsing from exhaustion and shock, Blesdar died. He was mourned only by those that knew and appreciated his work.
The following week, Granden took the tailor’s last creation from his wardrobe, intending to wear the exquisite ensemble at his next ball. There, he was the talk of the party. When asked where he had commissioned such wonderful clothing, Granden claimed that his wife had made them for him. Moments later, Granden fell to the floor dead. The noble’s chest had been crushed in.
Supposedly, since that event, sheet phantoms have appeared across the lands of Tellene. Some say Blesdar’s fabric had been resold and his vengeful spirit curses any who uses it. Others say that the story is no more than myth and some type of unseen demon stalks the land. The Brandobians call this creature a “blesdar,” with no other understanding of what it may be.
Sheet Ghoul: If a person dies because of a sheet phantom’s constricting ability, or as a result of damage caused by another source while wearing the sheet phantom, the victim rises as a sheet ghoul in 1d4 days.
Swordwraith Skarrnid: Swordwraiths are the evil spirits of defeated soldiers, come back from the darkness to wreak vengeance on any living creature that in some way resembles their former opponents.
Treant Undead: The undead treant is a once-benevolent servant of nature now corrupted and twisted into a shell of its former self.
Although opposing forces have combated undead treants in the past, they are still no closer to understanding where these undead treants come from. The undead treants certainly do not multiply like natural creatures, nor do certain spells (those that normally create undead) work on dead trees.
Amongst the druids and rangers, theories of the undead treant abound, though none of them have been proven. One theory states that trees the monster animates become undead themselves. Another speculates that the undead treant’s touch passes on the undead curse to others of its kind. One more blames evil druids and their blighting magic, creating such creatures to serve out their bidding. And yet one more assumes that when an undead treant kills a living treant, it passes on its curse much like a vampire.

Skeleton: A remove curse or remove disease spell, or a more powerful version of either, transforms an eaten one into a normal skeleton that can crawl with a speed of 10 feet. Neither spell restores any missing portions of the eaten one’s body. [/sblock]

Dragon Magazine[sblock]
Dragon 315
T'liz: Arcane spellcasters who perform a paroxysm of defiling magic sometimes become t’liz, undead defilers who walk the earth, feasting on the living energy of creatures rather than plants. Sometimes becoming a t’liz is accidental, but a defiler often seeks out undeath to prolong his life at the expense of the planet’s health.
“T’liz” is an acquired template that must be applied to any humanoid creature.
Ghoul Fleshgivor: Repeat uses of rejuvenative corpse on
the temple ghouls has given Yorin some insight into the interaction of life energy and ghoulish hunger, and (with help from others in his church) he is on the brink of turning Hedris and Pont into a new type of undead, the fleshvigor, which gains power from eating the dead. Once perfected, the process could be used on other corporeal undead, and Yorin would gain great status in his church.
An afflicted humanoid who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghoul at the next midnight.
Ghast Fleshgivor: An afflicted humanoid with 4 or more Hit Dice who dies of the fleshvigor ghoul’s ghoul fever rises as a fleshvigor ghast at the next midnight.
“Fleshvigor” is an acquired template that can be added to any non-skeletal corporeal undead

Spectre: A humanoid slain by a t’liz’s energy drain rises as a spectre 1d4 days after death.

Dragon 322
Nether Hound: Kiaransalee, drow goddess of the undead and vengeance, is credited with the creation of nether hounds, slavering undead empowered to hunt down and slay her enemies. The truth is perhaps more complex, as other powers of undeath have also been known to send these fiendish undead after their foes. In fact, Kiaransalee has shared the nature of the nether hounds’ creation with her allies—particularly those who have sided with her against the demon lord Orcus.
The exact process of how nether hounds are created remains unknown, although it is thought to require acts only Kiaransalee and her night hag minions are corrupt enough to perform.
“Nether hound” is an acquired template that can be added to any corporeal undead with an Intelligence of 3 or more and nongood alignment.

Dragon 324
Icy Prisoner: Icy prisoners are undead creatures created from the bodies of those drowned in icy lakes, ponds, or streams.
Any humanoid drowned by an icy prisoner becomes an icy prisoner in 1d4 rounds.
Steaming Soldier: Steaming soldiers are undead born of battles on frigid tundra and unforgiving ice fields. These monstrosities arise when wounded warriors are left to die on the battlefield, and the icy landscape drains their warmth.
Any humanoid slain by a steaming soldier becomes a steaming soldier in 1d4 rounds.

Dragon 334
Humbaba: Some believe that they were first created by the gods of the afterlife.

Dragon 336
Favored Spawn of Kyuss: Favored spawn of Kyuss cannot be created with create undead spell or with create greater undead; the secrets of their creation reside only with Kyuss and his most trusted minions.
“Favored Spawn of Kyuss” (known simply as the “favored” to cultists of Kyuss) is an inherited template that can be added to any living, corporeal creature.
By pressing its face against a helpless victim, the favored spawn of Kyuss can infest the victim with a rain of 2d6 worms. This ability is treated the same as its create spawn ability, but a victim slain by the resulting infestation rises as a favored spawn of Kyuss rather than a normal zombie.

Allip: The allip is the spirit of someone driven to suicide by madness.
Suicide need not be the individual’s conscious goal, so long as it can be directly attributed to the insanity.
For instance, someone who jumps from a tower out of depression qualifies, but so does a madman who perishes after gouging out his own eyes in order to escape his hallucinations. Further, someone found shortly after death and offered a respectful burial is not likely to become an allip; only those who lie unfound for days or longer seem to linger as undead.
Bodak: Bodaks are “the undead remnants of humanoids who have been destroyed by the touch of absolute evil.” Typically this means that bodaks are created by other bodaks through their death gaze, but other methods exist as well.
A bodak might rise when an outsider with the evil subtype slays a humanoid creature with negative energy, a necromantic spell, or a death effect.
Bone Naga: Dark nagas know of a ritual to create a bone naga using animate dead. The ritual requires numerous components, including the ocular fluids of a divine caster and a sentient reptile. These can come from the same creature, if appropriate. Only taught to dark nagas, this rite contains a number of special somatic components that humanoids cannot emulate.
It is rumored that some free-willed bone nagas also possess the ability to perform the creation ritual and actively seek out their living brethren, enslaving them in undeath.
Boneclaw: Created as an immortal weapon, only the most abominable rituals birth boneclaws. The rite calls for the skeletons of Large, magic-using, humanoid-shaped creatures (such as ogre magi and certain types of hags). It infuses them with negative energy, strips them of most of their remaining flesh, and grafts additional bones to their body—mostly around the fingers. These additional bones must be cut from the flesh of living victims.
This rite requires the spells create undead (caster level 15+) and greater magic fang.
Charnel Hound: The first charnel hound formed from the corpses of one particular cemetery, located behind a secret shrine to Nerull the Reaper.
No longer the province of deities alone, mortal spellcasters have unlocked the secrets to charnel hound creation.
The ritual requires 200 corpses, the spell create greater undead (caster level 20+), and unholy unguents worth 15,000 gp (in addition to the standard components of the spell).
On occasion, charnel hounds arise without a mortal creator, spawned by the vile will of a deity even as the first such horror was created by Nerull.
Crawling Head: The first crawling head was created deliberately years ago, constructed from the severed head of a hill giant by a necromancer later slain by his own creation.
The rite requires create undead and the sacrifice of a giant who just fed on at least three sentient beings.
Crimson Death: Legends tell that a crimson death is born from the destruction of a strong-willed vampire. This is not, in fact, the case. Crimson deaths might form from anyone who dies via exsanguination and whose body is then consumed or destroyed. A traveler in a marsh sucked dry by leeches and then consumed by other swamp creatures might rise as a crimson death. Similarly, a vampire who drains a victim and then cremates the body to prevent it from rising as another vampire might provoke the manifestation of a crimson death. The same hatred and iron will required to create ghosts or wraiths is necessary for the formation of a crimson death.
Death Knight: the demon prince Demogorgon is credited with creating the first such horror. Some warriors seek out the undead existence of the death knight, but a mortal cannot perform the ritual without assistance. The transformation requires the active assistance of a powerful fiend. On rare occasions, death knights occur spontaneously upon the death of a favored servant of an archfiend or evil deity. Finally, and even less frequently, death knights might arise as the result of a curse. If an innocent dies due to a fallen paladin’s actions, that individual might pronounce a dying curse that results in eternal unlife for the former champion of light.
Drowned: Clearly, not all who drown become undead. Drowned appear when people perish beneath the waves specifically due to the actions (or negligence) of others. A ship that sinks due to storm damage does not transform those onboard into drowned, but one that sinks because of sabotage or pirates might. The earliest drowned formed when an entire island sank because of the foolish efforts of a powerful mage to enslave the sea god, and it is his curse that continues to form these undead today.
Effigy: Like so many undead, effigies form from the hate and rage of a dying individual. Such people must die under circumstances wherein they believe they have been deprived of their rightful due by the actions of others. For example, someone murdered on the verge of completing a major ambition or gaining a windfall might become an effigy. In addition, an effigy can only form if the individual died by fire, such as a fireball or flame strike spell, or a dragon’s breath.
Famine Spirit: Not everyone who dies of hunger becomes a famine spirit. Specifically, someone must spend much of his life hungry or otherwise wanting for basic necessities.
Potential sources include people living in poverty or who dwell in famine-prone areas. The individual must, near the end of his life, have had the opportunity to raise himself from his current state, perhaps to acquire riches or move to more fertile lands. This chance must be snatched away by the actions of another person or sentient being, thus causing the individual to perish not only of starvation but also of frustration and cruelly shattered hopes. Only when all these conditions are met, a truly strong-willed individual becomes a famine spirit.
Ghast: The best-known methods for creating a ghast are through create undead and by contracting ghoul fever. A third method exists, however. If someone who might spontaneously become a ghoul at death dies while actually in the process of consuming humanoid flesh, he instead rises as a ghast.
Ghost: Held to the Material Plane through raw emotion, ghosts possess a burning need to complete some task or remain near some person or place. Love and determination are often the driving motivations behind a ghost’s existence.
All ghosts believe they died violently or of unnatural causes. A woman who dies of old age probably doesn’t become a ghost, unless she believes she was poisoned. Similarly, those who die of illness rarely rise as ghosts unless they believe the plague was deliberately spread. The truth of the matter is unimportant; only the individual’s strongly held belief matters.
In a few rare instances, the ignorant or innocent might remain as ghosts without even realizing they are dead.
Ghoul: Ghouls most often result from an infection of ghoul fever or the create undead spell. In some instances, however, individuals who spent their lives feeding on others spontaneously rise as ghouls. This “feeding” can be literal, such as habitual cannibalism, or figurative, such as a tax-collector who takes more than the law requires so he might feed his avarices. Only those who commit these acts personally risk becoming a ghoul. A distant lord who commands his soldiers to rob the peasants blind is not at risk, but a greedy landlord who charges poor families every copper they own and then cheerfully evicts them certainly is. Some see the transformation into a ghoul as a curse from the deities, punishment for a life of greed and sin.
Huecuva: Legend tells that a huecuva results from a curse levied on fallen clerics, druids, monks, and paladins. As punishment for their heresies, their patron deities condemn them to a state of eternal undeath.
In truth, this is only partially correct. Most deities who count paladins and druids among their servants are unlikely to inflict such an undead horror upon the world. Indeed these fallen souls are cursed by their patron—but that curse is simply the complete abandonment of the former servant’s soul, leaving him open to whatever evils might lurk in the depths of his spirit. Eventually, these evils consume him, leaving little but resentment and loathing for the deity that once favored him. Only then, when such powerful hate mingles with lingering divine energy does the fallen faithful become a huecuva.
Lich: As the quintessential “self-made” undead, a lich is a spellcaster who becomes undead through a complex ritual that takes years of research and careful experimentation. This involves the creation of a phylactery, a vessel to contain the lich’s essence.
The process requires Craft Wondrous Item, 120,000 gp, and 4,800 XP. Discovering the proper formulas and incantations to create a phylactery requires a DC 35 Knowledge (arcane) or Knowledge (religion) check. This check requires 1d4 full months of research. Note that this check represents starting from scratch and can be bypassed entirely if the knowledge is available (such as through a tome or tutor).
Perhaps the most common form of the accompanying ritual for arcane liches—although not the only one—involves the spells create undead, magic jar, and permanency.
The comparable rite for clerical liches involves create undead, harm, and unhallow.
Mohrg: Mohrgs are mass murderers or similar villains, but not all dead murderers become mohrgs. To become a mohrg, a killer must not only fail to atone for his crimes, he must intend to kill again. In other words, only murderers whose sprees are interrupted by death rise as mohrgs. A hanged killer possesses a better chance of rising as a mohrg than one slain through any other means. Even the wisest sages maintain no real idea why this should be, although some speculate it is because hanging is often considered the most dishonorable means of execution.
Only the spell create undead can form a mohrg from a corpse that is not a murderer.
Mummy: Normally formed via ancient burial rites, the process to create a mummy involves complex spells, chants, and designs. The mummification ritual entails the removal of internal organs and the slow drying and desiccation of the corpse.
On very rare occasions, an individual might spontaneously rise as a mummy. If a person dies in a state of anger and hatred and if his body is naturally mummified or preserved, due perhaps to exposure to great heat and dryness, the individual might reanimate and seek to destroy the object of his rage.
Nightshade: Nightshades were entities of pure evil even before they became undead. They result when outsiders with the evil subtype are continually subjected to negative energies long after death. The type of nightshade the fiend becomes is determined by adding up its Hit Dice and its Charisma modifier. If the total is 10 or less, the creature cannot become a nightshade. From 11 to 18, the creature might rise as a nightwing; 19 to 26, as a nightwalker; and 27 or more, as a nightcrawler.
Shadow: In ancient times, before the development of create greater undead, the first shadow arose. Shadows spontaneously manifest when someone dies due, at least in part, to her own physical weakness. A warrior slain after rendered helpless by a ray of enfeeblement spell, an old woman murdered because she lacked the strength to fight back or scream for help, or a rogue slowly eaten by rats after incapacitation by poison might become a shadow.
Spectre: When not created by spells or the touch of another spectre, they manifest in a similar fashion to ghosts. They rise from the violent death of someone who lacks the requisite strength of purpose to become a true ghost, yet who possesses sufficient will and fury that they cannot move on.
Spectres are born from sudden acts of violence.
Sword Wraith: Like a ghost, a sword wraith is driven by a single-minded ambition that lingers after death—in this case, the desire to continue battle, to shed more blood. Unlike the ghost, however, the sword wraith’s purpose might not actually be his own. The bloodlust and dark desires of his fellow soldiers often mixes with the sword wraith’s own. Thus, the purpose that drives a sword wraith might belong to any one of the soldiers lying dead on the field, or might even be an entire platoon’s combined discipline and love of carnage. This can sometimes create sword wraiths from the noblest commanders and the lowliest scouts.
Vampire: Almost everyone knows that vampires spawn other vampires, but myth and legend present many other possible origins for these infamous undead. In cultures that believe suicide is a sin, anyone who takes his own life might rise from his coffin as a vampire.
Those who make deals with entities of evil and gods of death, seeking power or immortality, often become vampires, their desires granted in a most twisted fashion. Also, someone who might otherwise spontaneously rise as a ghoul, slain specifically through negative energy or the result of a curse, might instead rise as a vampire, a drinker of blood rather than an eater of flesh.
Wight: Wights, unless created by other wights, are animated almost entirely by their desire to do violence. Just as ghouls arise from those who feed off others, wights result from the deaths of individuals whose sole purpose in life was to maim, torture, or kill. Simply coming from a profession that requires one to kill, such as a soldier or gladiator, is not sufficient; the individual must harbor a true love of carnage and take intense pleasure in ending life. Wights arise only when the person died frustrated, unable to complete a murder he had already begun, or unable to find a chosen victim.
Wraith: Like spectres, wraiths are the spirits of those who died under horrific circumstances, but who lack the strength of purpose to return as ghosts. Whereas spectres are born from sudden acts of violence, wraiths result from slow, lingering deaths. Someone bricked up inside a wall and allowed to starve, or slowly poisoned, is more likely to return as a wraith than a spectre. Those wraiths who do not arise spontaneously result from the touch of other wraiths or from the create greater undead spell.
Spawn of Kyuss: The spawn began with Kyuss, an ancient priest of a forgotten deity who ruled an empire before the advent of modern civilization.
Any evil cleric can create a spawn of Kyuss by casting create undead as long as he is at least 15th level. The material component for creating a spawn of Kyuss, however, is slightly different than normal. This version of the spell must be cast over the grave of a killer who was buried without a coffin in unhallowed ground (a DC 25 Knowledge [local] check can usually determine if such a body lies near a specific settlement). If the caster has a preserved or live Kyuss worm he may substitute that for the 250 gp black onyx gem that is otherwise required to animate the body. As the spell is cast, the grave blooms with worms and maggots as the newly created spawn of Kyuss rises from within.
A Small, Medium, or Large creature slain by a worm from a favored spawn of Kyuss rises as a new spawn of Kyuss (not a favored spawn) 1d6+4 rounds later.
The nigh-indestructible sons of Kyuss were created by the then priest Kyuss for his own dark purposes.
Zombie: Magic that removes curses or diseases directed at a spawn of Kyuss can transform all but the most powerful
into normal zombies.
a Huge or larger creature slain by a worm from a favored spawn of Kyuss becomes a normal zombie of the appropriate size.

Dragon 339
Animus: An animus is the product of a magical ritual performed on live humanoids by devils and clerics of Hextor.
“Animus” is an acquired template that can be added to any humanoid creature.
Lich, Suel: Suel liches are ancient undead spellcasters who managed to survive the Rain of Colorless Fire that destroyed their homeland.
“Suel lich” is an acquired template that can be added to any humanoid arcane spellcaster of at least 15th level.

Dragon 340
Cauldron Spawn: If bodies are placed within the cauldron of corruption and no spell is cast, 3 rounds later they arise as cauldron spawn.
“Cauldron spawn” is an acquired template that can be added to the corpse of any creature that was once a living corporeal creature with an Intelligence of 6 or higher. Such creatures must be Large or smaller to fit within the Cauldron of Corruption and gain this template.

Dragon 343
Living Wall: Some living walls are deliberate creations by evil and cruel necromancers using rare spells, but some (particularly in Ravenloft) arise spontaneously when a person is entombed alive within a wall. This only happens when the terrified victim curses his slayer, his screams rising loud enough to be heard beyond the walls of his prison. When the victim dies, the curse soils his life energy, which becomes trapped in the wall. Eventually, madness overtakes the spirit and turns it chaotic evil, at which point all dead creatures within 300 feet of the wall rise, shamble to the wall, and join it, fusing together into a thing that seems like stone made from fused and transformed flesh.
“Living wall” is an acquired template that can be added to any Small, Medium, or Large corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, or vermin creature with at least 4 Hit Dice.
[/sblock]

Advanced Bestiary: [sblock]
Blood Knight: Blood knights are the damned souls of fierce warriors who died in a particularly bloody manner. Cursed to walk the earth until their warlike ways lead to their destruction, blood knights seek always to fight and conquer.
“Blood knight” is an acquired template that can be applied to any living creature that is proficient with light, medium, and heavy armor, wears full plate armor, and has blood
Altered Blood Knight: Ignore the required proficiency with armor and change the name of the template to the blood gaunt. In this form, the template could be applied to the temple guardians of a god of murder. Alternatively, blood knights could result from a curse that animates great quantities of spilled blood into a strange new form.
The blood knights could be unique. Perhaps a group of paladins that unwittingly participated in a highly evil act were cursed to become blood knights.
Make the template self-propagating. Creatures killed by Constitution damage from a blood knight’s attacks rise as blood knights in 1d4 rounds.
Morden Thrallhammer: Morden Thrallhammerer was once a dwarf hero of some fame. Loyal to his clan and a staunch defender of its sovereignty, he was ruthless to the point of sadism in combat with its enemies. When some giants took up residence near his clan’s territory, Morden provoked conflict with them, beginning a long and unnecessary feud that resulted in the deaths of hundreds of his kin. In the final days of the war, Morden led a vicious attack on wounded and noncombatant giants while a decoy force of dwarves distracter their warriors. When Morden dealt the killing blow to a mother protecting her child, he could not get out of the way of her falling body fast enough. The rest of Morden’s force retreated, leaving him trapped beneath the she-giant’s body. By the time the giant warriors returned, Morden had drowned in his foe’s blood. The giants cast his body off the mountain, cursing his name and praying to their gods to punish him. Thus, he returned to haunt the world as a blood knight, wearing the ornate, dwarf-made armor in which he died.
Dread Allip: Babbling, whispering, screaming, and muttering, dread allips pass through walls and strike at living creatures, hoping to gain companions in undeath and madness. A dread allip is a crazed incorporeal undead created when a sentient creature follows an order to commit suicide against its own wishes. The angry spirit that rises from the corpse is insane because its mind was conflicted at death, and it seeks to inflict a similar fate on others.
“Dread allip” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher that commits suicide because of domination by a dread allip or at the command of some other creature.
A creature that dies while dominated by a dread allip rises as a new dread allip in 1d6 rounds if it committed suicide, or died fulfilling an obviously self-destructive command, or had 0 Wisdom and was within 30 feet of the dread allip at the time of death.
Dread Allip Spirit Naga: ?
Dread Bodak: Bodaks are extraplanar undead created when living beings are touched by ultimate evil.
A dread bodak is sometimes created when an intelligent creature turns traitor and kills an ally or murders a friend. In particular, the use of the death knell spell on a friend seems most likely to create a dread bodak. A dread bodak is consumed with the desire for revenge on everyone it knew in life and anyone who gets in the way. Worse still, it can create more of its vile kind. Its gaze brings foes to the brink of death, and its voice then snuffs out their life force and turns them into dread bodaks.
“Dread bodak” is an acquired template that can be added to any living creature (referred to hereafter as the base creature) that was killed by a dread bodak or murdered by an ally via a method such as use of the death knell spell.
Any creature killed by a dread bodak’s death knell ability rises as a dread bodak in 1d6 rounds.
Dread Bodak Tyrannosaurus: ?
Dread Devourer: Few know how these dread devourers originated, but some sages speculate that they form as ethereal or astral “shadows” of creatures on coexistent planes that die from energy draining effects.
“Dread devourer” is an acquired template that can be added to any living creature that has a chest cavity or similar body part.
Dread Devourer Purple Worm: ?
Dread Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.
The first dread ghasts were villains of still broader scope. Leaders in life, they influenced the actions of scores of others and led them to participate in terrible atrocities. Today, the dread ghast “race” of undead perpetuates itself through the transmission of vile power. A creature killed but not consumed by a dread ghast rises as another dread ghast.
“Dread ghast” is an acquired template that can be added to any living creature.
Any creature killed by a dread ghast that lies undisturbed until the next midnight rises as a dread ghast at that time.
Dread Ghast Gnoll: ?
Dread Ghost: Like normal ghosts, dread ghosts are restless spirits that exist on both the Material and the Ethereal Planes. Unlike many other dread undead, dread ghosts have no special power over others of their kind, but some mystery of their creation makes them more powerful than standard ghosts.
“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.
Dread Ghost Medusa: “Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score.
Dread Ghoul: Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled others to such acts while alive.
“Dread ghoul” is an acquired template that can be added to any living creature.
In most cases, dread ghouls feast on the bodies of the fallen. However, any creature killed by a dread ghoul that lies undisturbed until the next midnight rises as a dread ghoul at that time.
Dread Ghoul Frost Giant: ?
Dread Lacedon: Dread lacedons are corpses animated by the restless spirits of those who drowned or were killed but not devoured by a dread lacedon.
“Dread lacedon” is an acquired template that can be added to any living creature.
In most cases, dread lacedons feast on the bodies of the fallen, or sea creatures such as sharks devour them. However, any creature killed by a dread lacedon that lies undisturbed until the next midnight rises as a dread lacedon at that time.
Dread Lacedon Cachalot Whale: ?
Dread Lich: Like normal liches, dread liches are powerful undead spellcasters who used vile magic and dreadful ceremonies to prolong their time in the living world. However, the process of becoming a dread lich is a greater secret than the evil ceremonies required to become a normal lich. Although powerful spellcasters sometimes discover this secret while preparing for lichdom, most dread liches were once normal liches who spent centuries researching arcane lore in search of the secret.
“Dread lich” is an acquired template that can be added to any living creature capable of creating the required phylactery, or to any standard lich.
Only a willing evil creature can become a dread lich.
An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought to the plane on which the dread lich was destroyed.
Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The phylactery costs 200,000 gp and 8,000 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.
Dread Lich Titan: The rare evil titan that learns the secret of lichdom in its youth cannot help but seek out and follow that dark path.
Dread Mohrg: Some say that a dread mohrg is the restless spirit of a sentient creature that perished from starvation and never received a proper burial. Others say that it is all that remains of a mortal punished by the gods for gluttony or for starving other creatures.
“Dread mohrg” is an acquired template that can be added to any evil living creature with a mouth and a digestive tract that includes intestines.
Dread Mohrg Seven Headed Cryohydra: Native to the colder climes, it was created when a normal cryohydra slew an entire village of humans.
Dread Mummy: “Dread mummy” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread mummy’s mummy rot ability turns to dust and blows away on the wind. If the dread mummy that infected the creature with the disease is not destroyed within 1 week, the dust reforms next to it as a new dread mummy.
Dread Mummy Harpy: ?
Dread Shadow: Like normal shadows, they are sentient pools of darkness and negative energy that drain strength and life from living creatures.
“Dread shadow” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 15 or higher that was killed by a shadow or dread shadow.
Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.
Dread Shadow Achaierai: ?
Dread Skeleton: “Dread skeleton” is an acquired template that can be added to any living creature with a skeleton or exoskeleton.
Dread Skeleton Blink Dog: ?
Dread Spectre: Like ghosts, dread spectres are the incorporeal spirits of living beings that continue to act after death.
“Dread spectre” is an acquired template that can be added to any living, intelligent creature killed by a spectre or a dread spectre.
Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.
Dread Spectre Nymph: ?
Dread Wight: Dread wights are the animate remains of creatures that were terribly violent and hateful in life.
“Dread wight” is an acquired template that can be added to any living corporeal creature.
Any creature killed by a dread wight’s energy drain ability rises as a dread wight in 1d4 rounds.
Dread Wight Gargoyle: ?
Dread Vampire: “Dread vampire” is an acquired template that can be added to any living creature with an Intelligence score of 3 or higher.
Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death. Any creature with an Intelligence score of 3 or higher whose Constitution score reaches 0 from a dread vampire’s blood drain attack returns as a dread vampire 24 hours after death.
Dread Vampire Night Hag: ?
Dread Wraith Sovereign: “Dread wraith sovereign” is an acquired template that can be added to any living creature with 10 or more Hit Dice killed by a dread wraith sovereign.
Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds. A dread wraith created in this manner is under the command of its creator and remains so until either it or the creator is destroyed. When a dread wraith sovereign is killed, one of its dread wraith spawn that had 10 or more character levels in life becomes a dread wraith sovereign.
Dread Wraith Sovereign Trumpet Archon: When a trumpet archon falls to the touch of a dread wraith sovereign, gods and angels weep. Dread wraith sovereign trumpet archons are heinous undead beings composed in equal parts of sacrilege, cruelty, and hate.
Dread Zombie: Dread zombies are created when the magic used to animate a zombie or other corporeal undead goes awry, or when a dread mummy breathes death on a living creature. Sometimes when the ceremony to create a lich fails, the would-be lich instead becomes a dread zombie, attaining eternal unlife at an unexpected cost—the loss of some of the intelligence it had in life.
“Dread zombie” is an acquired template that can be added to any living creature.
Once every 1d4 rounds, a dread mummy can breathe a 30-foot cone of tomb gas, sand, and dust. Each living creature in the area must succeed on a Fortitude save (DC 10 + 1/2 dread mummy’s character level + dread mummy’s Cha modifier) or gain 1d4 negative levels. A creature killed by a dread mummy’s breath of death ability rises as a dread zombie in 1d4 rounds.
Dread Zombie Aasimar: ?
Negative-Energy-Charged Creature: Through dark magic, a spellcaster can strengthen an undead creature’s link to the chilling source of its unnatural existence.
“Negative-energy-charged creature” is an acquired template that can be added to any undead creature.
Empower Undead spell
Negative-Energy-Charged Wight: ?
Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.
Nightmare Creature Undead: Make nightmare creature an acquired template gained when an evil individual is killed in a particularly torturous manner by good creatures.
Poltergeist: A poltergeist is created when a creature dies under traumatic circumstances in a place of great importance to it. Often the locations that house poltergeists are places where they felt a sense of ownership and security. A simple death, even a murder, is rarely enough to cause the victim’s spirit to remain as a poltergeist—the death must intimately involve the location. A gravedigger buried alive in his graveyard might become a poltergeist, as might a ferryman who drowned beneath his dock, or a steward crushed beneath his desk.
“Poltergeist” is an acquired template that can be added to any living, intelligent creature with a Charisma score of 3 or higher.
Dread Poltergeist: ?
Athach Poltergeist: ?
Alternate Sonic Creatures: Ghosts: Sonic creatures might be ghosts or a specific form of undead. In this case, the template should change the creature’s type to undead, and the sound the sonic creature makes should be mournful wailing.
Changed Swamp Lord Template: ?

Ghoul: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life.
Ghast: The first ghouls were humans who rose as undead because they had indulged in unwholesome pleasures in life. The original ghasts rose as undead for similar reasons, but their sins were of vaster scale. A man who broke a taboo by consuming dead bodies to avoid starvation might rise as a ghoul, but a man who murdered his wife and children, then cooked them up as a delicious meal for himself and his mistress would instead rise as a ghast. Cursed with a terrible stench of death and corruption that serves as a warning to the living, the ghast’s greater sins in life grant it greater power in undeath.
Shadow: Any creature with a Charisma score of 15 or higher that is killed by a dread shadow rises as a dread shadow in 1d4 rounds. Any other creature slain by a dread shadow instead rises as a normal shadow in 1d4 rounds.
Spectre: Any creature with a Charisma score of 16 or higher that is killed by a dread spectre rises as a dread spectre in 1d4 rounds. Any other creature slain by a dread spectre instead rises as a normal spectre in 1d4 rounds.
Vampire: Dread vampires can create spawn only if their victims are kept in coffin homes, a special receptacle, until they rise. A coffin home can be any container capable of accommodating the corpse.
Under these conditions, a humanoid or monstrous humanoid slain by a dread vampire’s energy drain attack rises as a vampire 24 hours after death.
Wight: Any humanoid slain by a negative-energy-charged wight becomes a wight in 1d4 rounds.
Dread Wraith: Any creature slain by a dread wraith sovereign’s Constitution drain or incorporeal touch attack rises as a dread wraith in 1d4 rounds.
Zombie: Any creature killed by a dread mohrg rises as a zombie in 1d4 days.

Empower Undead
Necromancy [Evil]
Level: Clr 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Undead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell grants the touched undead the negative-energy-charged creature template. The target is immediately empowered with the benefits of the template and knows how to utilize all the abilities it grants.
Material Component: A gem worth at least 10 gp that has spent a night within the body of an undead creature.[/sblock]

Bane Ledger I [sblock]
Angiaks: During lean times, tribal peoples are forced to make hard decisions about who can eat and who cannot. Newborn babies that cannot be fed are left to die in the wilderness. Angiaks are the restless souls of these children killed by their fellow clansmen.
The naming of a child imbues it with a spirit. If a child must be sacrificed in this way, avoid naming it and you will be safe from the vengeful angiaks.
Bay-kok: ?
Civatateo: When a woman of royal status dies while giving birth, she sometimes returns from the dead as a fiendish civatateo.
Impundulu: Necromancers create these fell creatures to be both servants and lovers.
[/sblock]

Bestiary Malfearous: [sblock]
Death Beater: It is unknown what event creates a death beater, but they are often found in mines, dungeon hallways and tombs where many beings have lost their lives in previous accidents.
Ghargoyle: The ghargoyle is a horrid construct created by necromantic wizards as guardians.
It costs 1,000 gp to properly prepare the dead body of a gargoyle for transformation into a ghargoyle. It takes a DC 13 craft (taxidermy) or DC 13 (leatherworking) check to create the body.
Caster Level 9; craft construct; Animate Dead, Confusion, Enervation, Geas/Quest; Price: 15,000 gp; Cost: 8,000 gp + 320 XP.
Karrock: The bite of a karrock spreads a deadly plague to its victim. Those bitten that fail a Fort save are infected (Injury; Fort DC 15; incubation: Instant; Init: 3d8 Con, Sec: 1d8 Con). Those who die from the disease fall to the ground lifeless, becoming a blackened, bloated corpse in but a single round. In a short span of time (1d4+1 rounds) later, the deceased victim rises as a karrock.
Keeper: Keepers are undead constructs, but the exact procedure to create them is unknown, and there do not seem to be any known procedures to spawn new keepers.
It is thought that the deceased god Teeth, The Master Vampire, passed the secret of creation of these creatures to his priests. With the god’s destruction, the secret to creating new keepers has become lost.
Gray Render Zombie: ?
Human Warrior Zombie: ?
Cloud Gant Skeleton: ?
Living Dead: The Living Dead are beings that have been infected with a deadly disease that stops the living processes (heartbeat, need for rest), yet sustains the body in a semblance of life.
The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.
It is thought that the living death disease is a creation of Lepornunse, who in some way wanted to emulate his father Teeth, lord of the undead.
Living Dead Human Commoner: Wracked with the horrid disease that makes the victim like a walking zombie, the living dead is a being cursed to feed on human flesh and spread the terrible disease to others.
The bite and claw attacks of the Living Dead carry the disease that transforms victims into the Living Dead. Those struck by a claw or bite attack must make a Fort Save (DC 15; Infection: Injury, Incubation: 1 hour, Damage: Transformation). Failure on the save causes the victim to transform into a living dead within an hour. When the transformation occurs, the victim appears to drop dead, only to awaken as a ravening Living Dead a round later.
Living Dead Plaguebearer: ?
Living Dead Lord of Disease: ?
Redbones: Redbones are undead created by powerful spellcasters using a deadly spell to effect their creation.
Redbones are created with the use of a special spell.
Redbones are the specialty creations of the Red Cabal of Barbed March. The Red Cabal keeps the secret of their creation a jealously guarded secret.
Redifre Death spell
Skeleking: Skelekings are foul necromantic constructs animated from the fallen bodies of powerful Aesir warriors. Their endless years of battle give them great skill, and the foul magic that binds them back to a corporeal body also enslaves them to the evil being who has raised them.
A skeleking template may be applied to any formerly good warrior-type of 6th level or better. Once animated, the flesh is consumed in an unholy fire and the incantation that raises them from the dead burns a crown of ashes into their skull, forever marking them as servants to their animator.
Only spellcasters of an evil alignment who worship a devilish power can create a skeleking. Creating a skeleking requires the corpse of a deceased warrior with a Base Attack Bonus of +6 or better. The caster then uses the spell Create Greater Undead and requires the expenditure of a fire opal (instead of a black onyx gem) worth 50 gp per hit dice of the skeleking to be created. A caster cannot create a skeleking whose hit dice are greater than ¾ the level of the caster.
According to legend, the Dark One found a way to steal away the dead from Asgard and bind them into these skeletal frames, and passed this knowledge to his dark armies of the Skyland Hold.
Since the Skyland Hold fell, devils have continued to pass the knowledge on to those wizards and clerics who prove their allegiance to the Dark One.
Skeleking Duke: This skeleking is formed from the body of a fallen warrior of good.
Skeleking Baron: ?
Skeleking Warrior-King: ?
Skulleon: A skulleon is the undead remnants of a drake, orm or dragon brought to life by unknown magical powers. Legends often ascribe them as rising from the remnants of a draconic creature that was slain in battle and its hoard stolen from it.
Skulleons are often ascribed to being remnants of dragons slain during the First Dragon War in Amberos’s past. The draconic remains often linger in desolate areas, killing all that come near.

Skeleton: Those slain by the effects of the skulleon’s bite rise as skeletons under the control of the skulleon, their flesh sliding from their bodies as they are animated.

Redfire Death
Necromancy (Evil, Fire)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Short (25 ft. +5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Casting this spell release a furious ball of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. The spell does no damage to objects. The explosion creates no pressure.
Perhaps most insidious about this spell is that any humanoid victim reduced to -10 hit points or less by the spell is immolated by the flame, transforming the slain individual into a redbones (regardless of original form or HD).
You cannot create more HD of redbones than twice your caster level with a single casting of Redfire Death. Any additional corpses slain but not raised by the spell are consumed to ash and cannot be the target of Animate Dead or another casting of Redfire Death.
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Material Component: You must possess a ruby worth 125 gp per redbones you animate. The magic of the spell turns the gem into worthless powder.[/sblock]

Blackdirge's Dungeon Denizens[sblock]
Ash Guardian: The ash guardian is a creature of dust, earth and ash created when soil is fouled with the remains of innocent victims burned en masse; their angry spirits infest the earth itself with an unimaginable thirst for revenge. Ultimately the wrath of these spirits congeals into a single entity capable only of hate and evil. The ash guardian is usually found in the “special” earth belonging to a vampire.
Bone Swarm: A creature reduced to 0 levels by a bone swarm’s energy drain attack is slain and rapidly decays, all flesh rotting away in a manner of seconds. The resulting skeleton then spontaneously disassembles, each individual bone separating from the whole to form a new bone swarm.
Flayed Horror: The process of creating a flayed horror requires a living humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror.
Lichling: Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.
Lichwarg: Lichwargs are undead hunters created by liches to trackdown living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it.
Any lich can create a lichwarg with create undead or create greater undead.
Possessed Object: Possessed objects are mundane items given unnatural locomotion through the controlling presence of ghostly remnants. Largely indistinguishable from mundane items, possessed objects most commonly arise when beings die in particularly traumatic manners, yet do not possess the force of will to manifest as ghosts. Usually these items were closely related to or meaningful in the lives of the presences that animate them (like a warrior’s weapon or a cleric’s robes), although proximity to or involvement in a creature’s death seems just as likely causes for possession. In such cases, weapons, statues, large pieces of furniture, and even constructs prove attractive choices for possession.
Possessed objects most commonly appear in civilized areas where some murder or accident took place, and many minor hauntings and urban legends arise due to random attacks from these lesser ghosts. Evidence also suggests mass tragedies generating a single possessed object animated by numerous souls. For example, a lone carriage might roll through the burnt-out husk of an orphanage, possessed by the souls of dozens of orphans, forever seeking a mother. While mass deaths might create a possessed object of gigantic size, this is no more likely than a single soul infusing a large object.
“Possessed object” is an acquired template that can be added to any construct without an Intelligence score.
Scourging Corpse: A scourge corpse is an undead creature forced to endure eternal torment, a constant state of unrelenting physical and mental pain. The creature is placed in this horrible condition either by a vengeful deity, or by a powerful artifact created by beings of immense power. This process is long and dangerous, requiring intricate rituals and the combined casting of many powerful spells (blasphemy, destruction, geas/quest, resurrection, soul bind) that may take days to complete.
“Scourge corpse” is an acquired template that can be added to any humanoid.
Shambling Skullpiles: A shambling skullpile is an undead monstrosity formed from the many skulls of ritually sacrificed creatures. The horror and torment of these sacrificed victims form a maelstrom of psychic energies, which take a physical form by animating and possessing skulls into a rough humanoid form.
Doomtwitch Zombie: Doomtwitch zombies are a rare form of undead, supernaturally quickened by an obscure necromantic process.
“Doomtwitch Zombie” is an acquired template that can be added to any corporeal humanoid, giant, or monstrous humanoid.[/sblock]

Book of Fiends[sblock]
Skulldugger: Only two demon princes know the secret of skulldugger creation: Gamigin and Orcus. Both of these princes are masters of necromancy and lords of undeath.
Skullduggers are created in blasphemous rituals enacted personally by the demon princes. They use souls to animate these undead, rather than negative energy as is usually the case. In theory the ritual can be performed on several different types of skeletons. However, both demon princes favor the remains of an extinct breed of qlippoth. They have found its winged form of great utility, so other forms of skullduggers are almost never seen.
Vessel of Orcus: Orcus constructs these vessels from the stitched together faces of sinners. Even though they lack mobility, these faces retain some sense of their former lives and their current fate. The skins form a sort of bladder, of which Orcus then fills near to bursting with maggots. He ties off sections with hard leather straps to give the creature form—legs and arms, and a pillow-like head. Vessels of Orcus are very rare and never made by necromancers; they are a product of Orcus’ depraved invention alone.
Necro-Ripper: In the eternal war, Ulasta, the Exarch of Envy creates her own soldiers. Cobbled together in great lifeless factories at the heart of the Circle of Envy, these constructs are made of undead parts, pieced together by daemons that yearn to join the battle but are forced instead to toil.
Exiled: Not all residents of Hell remain there for eternity. Some gods and powers sentence spirits who did mostly good deeds in life but experienced a moral failing somewhere close to his death, preventing immediate entry into the proper plane he deserves.
“Exiled” is an acquired template that can be added to any dead humanoid or monstrous humanoid creature, provided it is of good alignment and violated the tenets of its faith, code of conduct or alignment just prior to death and died before repenting.
Jalie Squarefoot The Lich Fiend: Millennia ago, Jalie was a pit fiend whose promotion to the nobility came at the expense of a vicious rival, another pit fiend named Belphagon. The vengeful fiend and his coterie, jealous of Jalie’s meteoric rise, concocted a number of plans for his assassination. After he had escaped dozens of attempts, one finally left Jalie barely alive, mere inches from humiliating demotion. He needed a new weapon—and he found one.
Jalie discovered the secrets of lichdom, but he also learned that a mortal body was a prerequisite. Leaving a polymorphed double at court, he hid away to prepare the lich’s phylactery, then took mortal form long enough to ritually destroy his body and pass through the horrid change to unlife.[/sblock]

Book of Templates Deluxe 3.5: [sblock]
Corpse Vampire: Nosferatu, mullo, and dreaded hopping vampires all have one thing in common—they are corpses animated by an evil and animalistic will to feed on the living. Not truly sentient, these abominations are like a spiritual plague that can infest almost any creature. Only the bodies of the truly vile or terribly corrupted animate thusly.
“Corpse Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
An appropriate creature slain by a
corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a Will save (as if it were alive, DC 10 + one-half of the corpse vampire’s HD + its Charisma modifier). Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.
An appropriate creature slain by a gnoll corpse vampire’s blood drain attack rises as a corpse vampire 1d3 nights after its death if it fails a DC 10 Will save. Evil creatures take a –6 penalty on the save, while chaotic evil creatures take a –10 penalty.
Any appropriate creature that drinks or otherwise ingests the blood of a fleshbound vampire comes back as a corpse vampire if it dies with the blood still in its system. Such a creature gains the Corpse Vampire template.
Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.
Create Undead spell
Create Greater Undead spell
Gnoll Corpse Vampire: ?
Dessicated: Aptly called the “horrors of the sands” or the “dried ones,” desiccated are a special type of undead created from the dried remains of creatures that have perished in the brutal environments of the world’s deserts. Skilled necromancers know how to raise desiccated.
“Desiccated” is an acquired template that can be added to any living creature besides an elemental or ooze.
Create Undead spell
Create Greater Undead spell
Duneshambler: ?
Fleshbound Vampire: Fleshbound vampires are bloodsucking undead possessing superior physical abilities. Although they are undead, they can breed with each other (or suitable humanoids) to produce young or infect humanoids by forcing them to ingest vampire blood.
“Fleshbound Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
An appropriate creature slain by a fleshbound vampire’s blood drain attack rises as a fleshbound vampire the next night after its death.
Any creature of the appropriate type that is disabled or dying and drinks the blood of a fleshbound vampire immediately stabilizes, but transforms into a fleshbound vampire over the next 24 hours.
An afflicted dhampirelike creature begins to hunger for blood, and must make a Will saving throw against drinking the blood of any sentient creature it sees bleeding (wounded in combat, and so on). If the infected creature does drink, it must make a similar saving throw to resist drinking its victim dry. Killing another sentient creature in this manner causes the dhampirelike creature to die and transform into a full fleshbound vampire (losing the Dhampire template abilities altogether) after the next day has passed into night.
As indicated in the template, fleshbound vampires can reproduce biologically. To do so requires a partner of the appropriate species that is either alive or also a fleshbound vampire. The offspring of a fleshbound vampire and a living being is a dhampire (see the Dhampire sample of the Half-Template metatemplate). Two fleshbound vampires produce another fleshbound vampire that ages like a normal member of the species until it reaches adulthood, at which point aging ceases.
An appropriate creature slain by Pavil’s blood drain attack rises as a fleshbound vampire the next night after its death.
Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.
Create Greater Undead spell
Pavil: A murderer, Pavil was cast out into the wilderness by his north-dwelling clan. He faired well there, preying on those unfortunate enough to cross his path and eventually falling in with similar ne’er-do-wells. This all changed when Pavil’s band took a young girl from a passing group of strangers for sport—what was good in Pavil made him protect her. When her kinsman, an immortal blood-drinker, came to find the girl, Pavil was the only man given any sort of mercy.
Paleoskeleton: Paleoskeletons are the fossilized remains of long-dead creatures animated by special rituals associated with spirits of the earth. Shamans or druids who know the proper rites can summon these undead dinosaurs as guardians. Evil clerics have necromantic arts that allow them to raise similar creations, though fossil skeletons associated with mere negative energy are much weaker.
Paleoskeleton” is an acquired template that can be applied to any dinosaur, prehistoric animal, or any other living creature appropriate for fossil remains.
Animate Paleoskeleton spell
Triceratops Paleoskeleton: ?
Skinhusk: An idea born of the vilest necromantic depravation, the skinhusk is a hollow shell of a creature’s skin, animated to undeath by rituals of unspeakable evil.
“Skinhusk” is a template that can be added to any living creature that has a skin.
Craft (taxidermy) is used to create skinhusks, taking a DC 20 Craft (taxidermy) check. Cost is the same as preparing a body for create undead. A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.
Create Undead spell
Create Greater Undead spell
Dire Bear Skinhusk: ?
Terror Vampire: “Terror Vampire” is an acquired template that can be added to any living creature besides an elemental, ooze, or plant.
A humanoid or monstrous humanoid with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.
Create Greater Undead spell
Terror Vampire Spawn: A creature slain by a terror vampire’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise. Potential spawn with more Hit Dice than the terror vampire do not rise.
A humanoid or monstrous humanoid with 5 or fewer
Hit Dice that is reduced to 0 Wisdom by a terror vampire’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror vampire.
Terror vampire spawn are creatures with fewer Hit Dice than the terror vampire that created them, most often 4 or fewer Hit Dice.
A creature slain by a terror harpy’s energy drain rises as a terror vampire spawn 1d4 days after death. If the creature cannot qualify for the Terror Vampire Spawn template, it does not rise.
A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn (see the Terror Vampire Spawn template, page 170) 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.
Create Greater Undead spell
Terror Harpy: A creature with 5 or fewer Hit Dice that is reduced to 0 Wisdom by a terror harpy’s absorb fear attack rises as a terror vampire spawn 1d4 days after death. A creature with 5 or more Hit Dice instead returns as a terror harpy.
True Mummy: The true mummy is the pinnacle of the embalmer’s art—a sentient undead as powerful as many liches. The problem with becoming one is that almost all the vital work for the creation of the true mummy occurs after the death of the person to be preserved, and no guarantees can be had that the embalmer will do the job correctly or that he will not steal the immortal power of the true mummy for his own, leaving the mummy as a nearly mindless automaton of the gods of death.
“True Mummy” is an acquired template that can be added to any living creature with an Intelligence score greater than 3, other than an elemental, an ooze, or a plant.
A true mummy is always created via a long ritual that is planned before the aspiring mummy’s death. This ritual requires the sacred vessels detailed here.
The core element of becoming a true mummy is the removal of the organs during the embalming process and placing them into specially prepared sacred vessels, which in turn store the true mummy’s essential soul and persona. Unless the true mummy is separated from these sacred vessels, no mere physical attacks can ever slay it due to its fast healing.
Each would-be true mummy must make (or have made) three sacred vessels. The sacred vessels are usually small stone or clay jars (sometimes metal) just large enough to contain the fresh organs to be placed within. Many also have rings mounted upon their top so they may be hung from a rope or cord. A sacred vessel has a hardness of 12 and 30 hit points, with a spell resistance of 12 + the creator’s level.
The sacred vessels contain some of the essential energies of the embalmed true mummy. Each jar contains one or more organs, and each organ is linked to a specific ability. The liver is linked to Intelligence, stomach and small and large intestines to Wisdom, and spleen and lungs to Charisma. If any are destroyed, the true mummy can be killed, and only a wish or miracle can restore the creature. Destruction of one or more of the jars also causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).
Desecrated True Mummy: Destruction of one or more of a true mummy’s sacred vessel jars causes the mummy to lose her former self over the course of 39 days divided by the number of jars destroyed. She begins to forget things, lose class abilities, and act erratic and aggressive. Once this process is complete, the mummy is a desecrated true mummy and the sacred vessels become nonmagical (except for their hardness and hit points).
If the true mummy’s sacred vessels are destroyed, the creature loses all memories of its former life and becomes an abomination. A desecrated true mummy usually has a true mummy as its base creature, but this variant can be applied to any creature that qualifies for the True Mummy template.
Kaminheni the Traveler: Though her true name is known only to her, it is rumored
the Traveler was once a princess—one gifted with the final power of eternal life.
Exoskeleton: The Skeleton template can be applied to creatures with exoskeletons as much as those with internal bones.
Greater Undead: Greater undead can be created using the versions of create undead or create greater undead found in this book.
Greater Skeleton: Use the Skeleton template in the MM, but a greater skeleton can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.
The only limit on a greater skeleton’s potential Hit Dice is the caster level of the spellcaster who creates them.
Create Undead spell
Create Greater Undead spell
Greater Zombie: Use the Zombie template in the MM, but a greater zombie can have any amount of Hit Dice, limited only by the base creature’s Hit Dice.
Do not double racial Hit Dice. The only limit on a greater zombie’s potential Hit Dice is the caster level of the spellcaster who creates them.
Create Undead spell
Create Greater Undead spell
Hardened: Hardened undead are corporeal undead specially treated to be tougher and more resilient.
Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with the embalming skill gains the Hardened variant.
A skinhusk may be given the Hardened variant only if its creator succeeds on a DC 25 Craft (taxidermy) check.
Undead vampires: ?
Variant Vampire Spawn: A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.
If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.
Vampire spawn are humanoids or monstrous humanoids (and other creatures you allow) with fewer Hit Dice than the vampire that created them, most often 4 or fewer Hit Dice.
Alternative Vampire Spawn: Alternatives to vampire spawn include the possibility of low-HD creatures slain by a vampire becoming corpse vampires or even fleshbound vampires, using the Corpse Vampire template or Fleshbound Vampire template. Only your imagination and the metaphysics of your game world are limits.

Undead: An undead is a once-living creature animated by spiritual or supernatural forces.
Incorporeal Undead: Preparing a skeletal corpse for animation involves removing all skin and flesh by boiling but preserving cartilage and ligaments in place for proper range of motion of the animated bones. It also hardens foot and hand bones for greater durability. Preparing a fleshy corpse for animation preserves it from quick decay, keeping the flesh intact by draining the most easily corrupted fluids and removing unnecessary organs (such as the lungs and intestines) that are often the first site of rot. A corporeal undead creature successfully prepared with this skill gains the Hardened variant. An incorporeal undead prepared with this skill gains +1 hit point per Hit Die from the respect shown its body.
Skeleton: Any living creature with a skeletal structure that dies from the Constitution drain of a desiccated creature rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A desiccated creature can only create skeletons from creatures that have fewer Hit Dice than it does.
Any living creature with a skeletal structure that dies from the Constitution drain of a duneshambler rises as a skeleton within 1d4 rounds. Its flesh turns to dust and sloughs off. A duneshambler can only create skeletons with 14 or fewer Hit Dice.
Vampire: If a variant vampire drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.
Vampire Spawn: A creature slain by a variant vampire’s energy drain rises as a vampire spawn 1d4 days after burial. If the creature cannot qualify for the Vampire Spawn template it does not rise. Potential spawn with more Hit Dice than the vampire do not rise.
If the variant vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or fewer Hit Dice or as a vampire if it had 5 or more Hit Dice.

Animate Paleoskeleton
Necromancy
Level: Animal 8, druid 7, shaman 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One set of fossils
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You summon a primal spirit to occupy the fossils of a deceased prehistoric beast. The fossils include most of the upper portion of the creature’s skull and 20% of the creature’s other bone mass, but the power of the spell creates the missing parts of the skeleton out of the local rock. The raised paleoskeleton must have no more Hit Dice than your caster level, or the spell automatically fails. The created paleoskeleton is not under your control, but you can attempt to command it and secure its loyalty with a wild empathy check. See the Paleoskeleton template.
Material Component: Volcanic ash, obsidian, and amber worth at least 50 gp per Hit Die of the creature raised.

Create Greater Undead
Necromancy [Evil]
Level: Cleric 7, Death 7, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell must be cast at night. You create even more potent undead than those created with create undead, limited to devourers, fleshbound vampires, ghosts, greater desiccated, mohrgs, mummies, spectres, terror vampires, vampires, and wraiths. You can raise 4 Hit Dice of these types of undead +2 Hit Dice per level you are over 13th. You may also use this spell to create undead listed in the create undead spell, starting at 7 Hit Dice and gaining +2 Hit Dice per level over 13th. Created undead are not automatically under your control. You may attempt to command the undead as it forms with a turning check. A wish or miracle spell puts a creature of the types listed in this spell under your control.
Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.

Create Undead
Necromancy [Evil]
Level: Cleric 5, Death 5, Evil 5, sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell must be cast at night. You can create powerful kinds of undead: corpse vampires, desiccated, ghasts, ghouls, greater skeletons, greater zombies, shadows, skinhusks, and wights. You can raise 3 Hit Dice of these types of undead +1 Hit Die per level you are above 9th. Thus, a 12th-level character could raise any of these undead that have 6 Hit Dice or less. Other created undead are not automatically under your control, but you may attempt to command the undead as it forms with a turning check. A limited wish or small miracle spell puts the creature under control automatically.
Material Component: A jet gem worth 50 gp per Hit Die of the raised creature.[/sblock]

Complete Book of Denizens: [sblock]
Aszevara: Aszevara are creatures touched by chaotic forces, their bodies warped by fell magics and wracked with terrible suffering.
The exact method by which a creature is transformed into an aszevara is unknown. Such an event is a rare occurrence, brought on by terribly destructive magics. Often, the creature is exposed to these magics as a result of its own tampering with powers beyond its control, but witnesses to such magics may be tainted by them, as well. The unleashed energy leaves the creature both physically and spiritually devastated, and the dark magics replace everything that has been lost.
“Aszevara” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, undead, or vermin.
When the xxyth rose up from the oceans of the north, the mistji responded by delving into forbidden tomes and devising spells which would rend the fabrics of energy and life. By creating a storm of overwhelming destruction, they thought would lay waste to the xxyth. Somewhere in their souls they knew that by their spells, Avadnu would be marred, but it seemed a small price to prevent the world’s utter demise.
The great storm rose with unbridled fury called from the depths of the universe. Those surviving during those dark times saw a cloud of swirling red, hanging as a sign of doom over Kaelendar’s northwestern skies. Stones melted under the cloud’s lightning, and lakes evaporated beneath its rain. But it was all a waste. The xxyth remained, and moved over the blasted land as easily as they had the formerly fertile valleys.
The mistji had failed.
But the storm of alien energies did not kill all. Some creatures were changed, life clinging to deformed, withering shells and changing as the xxyth passed. Minds and souls twisted beyond hope, the aszevara wander the Kaarad Lands, working madness with the powers that the storm that birthed them was meant to destroy.
Bhorloth Raging Spirit: The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.
Found throughout Avadnu, the Izgrat Witches perform bizarre rituals of self-mutilation, and revere Vérthax as their lord and master. Through their meddling in necromancy, they created the carcaetans to further their evil influence over the world.
Flame Servant: Born from dark necromancy, flame servants are tools of violence and hatred.
Every flame servant is created by a spellcaster to complete a particular task.
The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp.
Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.
A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, fireball, caster must be at least 14th level; Price 60,900 gp; Cost 30,900 gp + 2,400 XP.
Flame Soul: Some orders of monks embrace the “burning soul,” a set of spiritual beliefs epitomizing the destructive power of flame. Certain initiates in these orders go to their deaths prepared to be raised by their brothers as flame servants, and emerge from the transformation with their minds intact.
During the civil uprising of Iipon Hurr, Lord Tholust’s only son Feitruin was slain in the very battle that he thought would end the conflict. King Lonthbeern sent Feitruin’s body to Tholust’s castle as a warning to either cease the attacks and reopen trade routes, or face the wrath of his army. Enraged, Tholust summoned the necromancer Slithbourne to exact his revenge.
Slithbourne took Feitruin’s body deep into the bowels of Lord Tholust’s keep, and for seven days and nights the necromancer worked his dark magics. On the eighth day, Slithbourne emerged with the reanimated corpse of Feitruin. Feitruin marched across the Tuath Plain and into Iipon Hurr, and none could stand against him as he stalked through the streets. He proceeded to Lonthbeern’s castle, and sought out the king’s chamber, where he wrapped his smoking hands around Lonthbeern’s neck. Both man and corpse were reduced to ash in a flash of light.
The burnt and blackened path left by Feitruin’s journey to Iipon Hurr became known as the Path of Sorrow, and to this day, the floor in King Lonthbeern’s old chamber has a charred spot which cannot be removed. And though Feitruin was the first flame servant created by Slithbourne, he was not the last. In time, other necromancers learned Slithbourne’s ritual, though it remains a guarded secret.
Inscriber: 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.
Magickin Necromantos: The necromantic powers infusing the necromantos can bring it back from death. If the necromantos is killed and its body is not destroyed, it makes a level check (1d20 + necromantos’s HD) against DC 16. If it succeeds, it returns to life in 2d4 days. There is a 10% chance that the necromantos will not return fully alive, and permanently gain the undead type.
Malison: A malison is a spiteful undead formed by the union of a man’s fury with the dying curse of a god.
The first malisons were born when a god took his final breath, and cursed the world that had destroyed him. That breath, those words, held so much power that they lingered in the air. They spread apart, and each syllable was drawn to a dead human whose hatred resembled its own. The humans rose, empowered and enraged. They remembered little of their lives, but their personalities and quirks remained, as well as their memory of what they had hated. When each was finally destroyed, its empowering breath sought out a new host, creating a new malison.
Soulless One: Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.
In one of the last cycles of the seventh arc, a young woman from Falas claimed to have been ravaged by a demon. A child would be born, she’d been told, and that child would bring about the damnation of the world. The woman fell into a nightmare of delusion and self-destruction, wishing to end her life rather than inflict such a terror upon Avadnu. She carried the child within her womb for six weeks, until a skarren raid cut through Falas. Skarren warriors fell upon the village in waves, and the young woman was slain by a skarren thar-chak. The skarren slaughtered every resident of the village, never knowing the horror they destroyed. Though the child was never born, it was transformed and rose as the world’s first soulless one. In time, the soulless one reached out to other stillborn spirits, and began raising them as its servants.
Swallowed: The swallowed are the transformed remains of drowned men and women, forced into the service of a watery master.
When a human drowns in an ocean ruled by magical forces, there’s a chance he or she will rise again as one of the swallowed. The swallowed retain a few fragmented memories, but none of the personality of their old selves—sages believe that a drowned victim’s body and soul are reshaped, used like clay by a powerful being who lacks the knowledge to create life from nothingness.
Swallowed are born in the seas surrounding the Broken Isles, and local shamans say that their master is the daughter of a mysterious sea god.
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Bind Vohrahn Spell
After decades or centuries of existence certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.
The spell to create these creatures was originally developed by members of xxyth cults, and the practice dates back to the Time of Dust. Since then, creating vohrahn has become a common practice among many students of the black arts, but until the War of the Shadow had never been used on such a grand scale.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.
Mouleji, the infamous sulwynarii explorer whose observations on unusual creatures were as often wildly inaccurate as they were insightful, believed that wraithlights were the only peaceful creatures ever to have been born in the Void, and that their souls had come to Avadnu after their swift extinction. Mouleji’s contemporaries were quick to point out holes in his theory, but only halfheartedly defended their own proposal that wraithlights were the ghosts of the gods’ first, failed attempts at creating life.

Ghost: The innate fury of bhorloth leads some that are slain to return as ghosts. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloth driven from their homes.
Wight: After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.
Zombie: After decades or centuries of existence, certain vohrahn’s animating magics have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds. They do not possess any of the abilities they had in life. A vohrahn with 7 or more HD can raise creatures as wights, instead.[/sblock]

Complete Guide to Liches[sblock]
Dracolich: Like a lich, a dracolich must possess a phylactery for its soul to survive the transition to undeath. Though the dragon itself need not craft its own phylactery, the fiercely magical nature of dragons requires that the dragon must possess some spellcasting ability for its soul to endure in a phylactery, putting a certain age limit on which dragons can become dracoliches. Either the dragon must have spellcaster class levels, or it must be of a sufficient age to naturally have a caster level.
A dracolich’s phylactery costs a minimum of 190,000 gp and 7,700 XP to create, and possesses a caster level equal to the caster level of the spellcaster who created it.
Should the dragon so desire, a more elaborate and expensive phylactery can be created; as with a standard lich, this extra expense in creating a phylactery aids in the process of successfully creating a dracolich.
Drowlich: The creation
process for a drowlich is no different than that of a standard lich; however, the drow’s affinity for evil and its long years of existence in the underdark somehow serve to enhance the necromantic power that gives the drowlich its undead existence.
Novalich: A spellcaster cannot turn another creature into a novalich, so all novaliches are necessarily spellcasters themselves. Otherwise, novalich phylacteries are identical to those of normal liches.
Philolich: When a lich desires to keep cherished family or servants with him through eternity, he creates a philolich, a lesser lich whose spirit is bound to his own.
Philoliches can only be created by another lich; the philolich cannot be created by a living spellcaster.
The only requirements to become a philolich are to be willing, and to have a lich capable and willing to transform the character. Because much of the essence of the philolich’s soul is bound to the original lich’s phylactery, a philolich’s phylactery is easier to make, costing a minimum of 2,000 gp and 80 XP. It has a caster level equal to that of the lich that created it.
Failed rituals to create a philolich instead create a semi-lich.
Semi-Lich: The result of a failed attempt to become a lich.
Sometimes the process of lichdom is not successful, and with such complicated spells and rituals involved, it is almost surprising there are so few tales of lichdom gone awry. For example, most drinkers of the potion of undead life let themselves die, but if the subject resists the poison after letting his soul be bonded to the phylactery, the subject may rise as a creature known as a semi-lich.
If a creature dies while its soul is partially in a phylactery due to the join the soul spell, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.
Failed rituals to create aphilolich instead create a semi-lich.
It is a creature that attempted to become a lich and was mostly unsuccessful. This failure stems from its phylactery. While the physical form of the creature became imbued with necromantic force in order to animate it in an undead state, the semi-lich’s original life force – its soul – was never successfully captured and bonded to the prepared phylactery. Without the phylactery, the creature’s original life force dissipated into nothingness, leaving behind only a ghastly undead monster inhabiting the creature’s original body.
Warlich: Spellcasters cannot turn themselves into warliches; they can only change others into this undead monster. The spellcaster turning a warrior into a warlich can either be living or undead.
Lichling: Imbued with the essence of a lich.
Lichlings are undead servitors that are created by their lich masters. Mortal wizards are unable to create lichlings; only those who have crafted a phylactery and stored their soul in it understand the magic necessary to create lichlings. Lichlings are skeletal undead created from piles of bones that are infused with a fragment of a soul.
Animate Lichling spell.
Lichwarg: Lichwargs are undead hunters created by liches to track down living prey for their masters. The lich who creates a lichwarg binds a bit of his soul to it, allowing him to see through its eyes and direct it from a distance.
Any lich can create a lichwarg with create undead or create greater undead.
Demi-Lich: The second possibility is that the lich’s body breaks apart and shatters, turning it into little more than fine powder and a skull. In this state, the skull still houses the remaining fragments of the lich’s still-living mind. With only its demented mind left intact, the lich finally reaches its ultimate state of purest evil – the demi-lich.

Lich: To become one, an evil spellcaster must knowingly consume a potion that will end his life only to resurrect him as an unliving vessel of pure evil.
Liches are powerful undead creatures – mortal wizards, warriors, and other beings of might who use the dark necromantic arts to make their spirits immortal.
No one knows for certain how the first liches came to be.
Sages say that the necromantic arts of lichdom came from failed sorcerous attempts to find immortality, or even godhood.
The creation of a lich requires a willing, living subject.
The process of becoming a lich is a dark and arduous one. The secrets and spells that must be learned in order to create a lich are numerous and difficult – it can take a lifetime alone just to learn all that is required.
In order to create a lich or a lich variant, two simple elements are essential above all others: a skilled spellcaster to create the lich, and a willing subject to become the lich.
The spellcaster can be any high-level spellcaster, including epic-level paladins and rangers.
Spellcasting: Caster level 11
Feats: Craft Wondrous Item
The subject must be a willing subject. Should the subject not truly desire to become a lich, or understand and object to the fact that becoming a lich involves actually dying and being reborn as an undead creature, the subject will never become a lich or lich variant. Suggestion, charm, or any other sorts of magic spells and psionics used to convince a subject that becoming a lich is a good idea are not enough, nor is misleading the subject about what the lich creation process entails. Only a subject that chooses to be a lich of his own free will can ever successfully become a lich.
Once both the spellcaster and the subject are ready and willing, a phylactery must be created to begin the process of lichdom.
Creating the phylactery requires the Craft Wondrous Item feat. This phylactery costs a minimum of 120,000 gp and 4,800 XP to create, and possesses a caster level equal to that of its creator when it is made.
With the phylactery (and, optionally, the vessel) in place, a ritual is required to bind the soul to the phylactery. Different cultures and magical traditions have developed slightly different rituals for spellcasters who wish to become liches.
The Potion of Undead Life: A potion of undead life slays the drinker unless he succeeds a Fortitude save (DC 20). A creature so slain cannot be brought back from the dead by anything short of a wish or miracle. If a creature has undergone the necessary ritual to bind its soul to a phylactery (and optionally, its mind to a vessel), the potion of undead life does not immediately slay the drinker; instead, it causes the creature’s physical body to rapidly decompose, turning into little more than dust and ash in less than two days. This is often to the horror of the lich, who cannot be certain the ritual was effective. But 1d10 days after the subject’s body drops dead from drinking a potion of undead life, he returns as a lich, looking very similar to the way he did in life.
Binding the Twin Winds: For this ritual, the prospective lich must find a windy cave, which acts as his phylactery. A ritual binds his soul to the cave, but to make the bonding permanent, he must die amid the cries of both mourning friends
and victorious foes – the twin winds of the ritual. After the prospective lich takes its last living breath, his body is suffused with a black miasma of negative energy that slowly dissolves his body. Only once there are no breathing creatures within a hundred feet will the lich be reanimated. Though a difficult ritual to perform, the benefit is that the lich’s phylactery is nearly impossible to steal or destroy. Though the cave only has hardness 8, it has tens of thousands of hit points.
The Sultan’s Curse: A thousand years ago, the sultan of a desert nation was blessed by a djinni to be able to invoke a curse of his choice once during his reign. That curse was lain upon a foreigner who defiled the holiest city of the land, and he was struck down by a bolt from the heavens. But the foreigner’s magic allowed him to steal a bit of the divine essence of the lightning bolt, bonding his soul with the twisted glass created when the lightning seared the desert sands. His body reformed from the sands of where he died, and he lives to this day seeking revenge. Similarly, if a mage prepares the proper ritual, and if he is slain by a spell channeling positive energy, he can corrupt that energy and use it to propel himself into the undeath of lichdom.
The Diary of Riddles: Many loremasters, feeling their pursuit of knowledge is yet incomplete, craft textual phylacteries, recording in extreme detail the events of their lives, typically in a well-bound tome. The mage seeking to become immortal must include at least one mystery he seeks to solve in his undeath, though additional mysteries may later be added to the book. He then writes an account of his own death into the tome, at which point he dies, his soul binding with the pages.
Skeleton: Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.
Wight: Dragons who undergo a failed ritual of lichdom do not become semi-liches, instead tending to rise as wights or skeletal dragons.

Animate Lichling
Necromancy [Evil]
Level: Clr 4, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: 1 or more pile of bones touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell functions as animate dead, except that you create a type of undead known as a lichling. The limit for the total hit dice of undead you can control applies to lichlings as well as normal zombies and skeletons created with animate dead.
Animate lichling can only be cast by a spellcaster who has successfully created a phylactery.
Material Components: A diamond worth 100 gp and a withered goat’s heart for each lichling you create, both of which must be placed in a pile of bones. The bones become the lichling, and the components are consumed in the casting.

Join the Soul
Necromancy [Evil]
Level: Brd 4, Clr 6, Drd 6, Sor/Wiz 6
Components: V, S
Casting Time: 30 minutes
Range: Touch
Target: Personal or creature touched, and
prepared phylactery
Duration: Instantaneous then 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell is used in many rituals of lichdom to bind the life essence of the caster or another creature into a prepared phylactery. Willing creatures voluntarily fail their save to resist. If cast upon an unwilling target, the spell traps the life essence of that target in the phylactery for 1 round per caster level. The target suffers a penalty to all his ability scores equal to 2d4 for the spell’s duration, although this cannot reduce an ability below 1. If the creature dies while its soul is partially in the phylactery, it rises as a semilich within 1d10 days unless the victim is brought back from the dead before that.
A successful Will save by an unwilling target only means that the target feels slightly nauseous, but otherwise is able to function normally.
If, after receiving this spell, the ritual to become a lich is not completed within 1 hour, the subject’s body dies, and the subject’s life essence is trapped within the phylactery for the rest of eternity.

Puppets of Death
Necromancy [Evil]
Level: Clr 6, Death 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 50 ft.
Area: 50 ft. radius emanation, centered on the caster
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell functions like animate dead, except that the skeletons or zombies animated this way only remain animated until the end of the spell’s duration, and that the spell animates all dead bodies in the area of effect. The caster may control up to 2 Hit Dice of undead per caster level with this spell, in addition to the normal limit of animate dead spells. Material Components: Powder from a crushed skull.[/sblock]

Complete Guide to Vampires[sblock]
Inferno Vampire: The first inferno vampire was created unintentionally. A terrible curse was cast upon a vampire, turning all of him – except his blood – into stone before he was hurled into a lava flow. Somehow he survived, becoming the first inferno vampire. That first inferno vampire was able to create more of his kind, and a new and violent type of vampire appeared.
Must drink the blood of a dragon, preferably red, while already a vampire or just prior to being turned into a vampire by another inferno vampire who has the create spawn ability. Creatures with the cold subtype cannot become inferno vampires (attempts are fatal).
If a humanoid or monstrous humanoid slain by an inferno vampire’s energy drain was a sorcerer, or had ever consumed dragon’s blood, he rises from his ashes as an inferno vampire after 1d4 days.
Lymphatic Vampire: About one in a thousand vampires that drinks blood can become a lymphatic vampire. Of these, most continue to drink blood, but those that switch to lymphatic fluids only transform into lymphatic vampires.
The character must be turned into a vampire by another lymphatic vampire who has the create spawn ability, or be one of the few naturally occurring mutations.
A lymphatic vampire’s spawn are also lymphatic vampires.
Magebane Vampire: Magebane vampires come into existence when powerful magic users become vampires.
The character must be turned into a vampire by another magebane vampire who has the create spawn ability.
If a magebane vampire drains a humanoid or monstrous humanoid of all spell slots or psionic power points, the victim’s Intelligence immediately drops to 0. He returns as a magebane vampire with 0 race levels after 1d4 days. (A creature without spellcasting or psionic ability cannot become a magebane vampire.)
Moglet Vampire: Like lymphatic vampires, moglets are created when a standard vampire or moglet uses the create spawn ability on someone who meets the requirements.
A moglet vampire who has the create spawn ability must slay the character. Before death the character must have experienced some extreme emotional trauma that has left them emotionally damaged.
If a moglet drains a humanoid or monstrous humanoid’s Charisma to 0 or lower, and slays the victim, he returns as a moglet vampire with 0 race levels after 1d4 days.
Sukko Vampire: The character must be turned into a vampire by another sukko vampire who has the create spawn ability. Creatures with the fire subtype cannot become sukko vampires (attempts are fatal).
If a sukko vampire drains a humanoid or monstrous humanoid’s Strength to 0 or lower, and then slays them by freezing them in ice, the victim returns as an sukko vampire with 0 race levels after 1d4 days.

Vampire: The vampire is a powerful undead monster that spawns its own followers from living humans.
Veldrane mold vampires spawn others of their kind, but a small fraction of their spawn are mutants: They are standard vampires.
When a creature that breathed in a Veldrane vampire's spores is slain by a Veldrane mold vampire, it will rise in 6 days as a new Veldrane mold vampire. There is a 1% chance that it will rise as a standard vampire instead of a Veldrane mold vampire.[/sblock]

Complete Minions:
[sblock]Bone Sovereign: Bone sovereigns are the accumulated remains of skeletons whose animating enchantments have coalesced over the years to form a single, self-aware undead entity.
When skeletal undead are left to stand unguided over centuries in concentrated groups, their animating forces and physical forms occasionally merge together and achieve a type of sentience. Whether this is brought about by the gradual failure of their individual enchantments or caused by the will of malevolent outsiders remains unknown. It is even speculated that a god of death may create these monsters from abandoned undead to increase his domain.
Cacogen: The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night
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.
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.
Ka Spirits: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates.
In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death.
Undead Warlord: This creature is the spirit of a powerful ancient warlord, who long ago lost his life through an act of betrayal.
Wraith Skin: Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.

Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
Zombie: Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds.[/sblock]

Creature Collection Revised [sblock]
Alley Reaper: An alley reaper is the spirit of an assasin or cutthroat who died wth blood on his hands. Belsameth - considering that person particularly ruthless, cunning, and deceitful - gave him an extended lease not on life, but on the world.
Bottle Imp: Rumor has it that these horrible shadowy creatures are crafted from the ghosts of children by using dark rituals.
Carnival Crewes Necromantic Golem: Not every corpse is reanimated sufficiently intact to serve as an individual warrior, and many who begin undeath in good repair become so severely damaged that they can no longer perform field service. From these remnants are made the Krewe of Bone’s so-called necromantic golems. They are golems only in that they are constructed, usually by sewing or lashing remains together around carefully constructed hardwood and iron frames. The rest of the process is completed by the Krewe’s sons of Mirth, using the powers of the blood and curses that saturate Blood Bayou to give a sort of life to the dead tissue. After the proper rituals are enacted, the pieces of the golem gain a dark communal life and begin acting as parts of a single, terrible undead behemoth, the product of long hours of careful craftsmanship. Built not only for the battlefield, but also as works of art to be used in the carnival, these monstrosities are the pride of the Bones.
Chardun-Slain: The God Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death. Chardun-slain rise one full solar cycle after their deaths, apparently at the behest of the Great General, and resume whatever assignment cost them their lives.
Fleshcrawler: Fleshcrawlers were once wicked humans who made dark bargains and ultimately were taken to the Abyssal Caldera, where demon lords made them undead and gave them dark gifts.
Golem Bone: Bone golems are constructed through the use of magical tomes and access to at least 4 Medium skeletons. Creating the golem requires a successful DC 15 Craft (bone) check.
CL 5th; Craft Construct, bone construct (Hollowfaust: City of Necromancers, Chapter Five), gentle repose, polymorph other, caster must be at least 5th level; Price 2,000 gp; Cost 1,000 gp +80 xp
Ice Haunt: Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly.
Ice haunts are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh.
Inn Wight: Inn-wights are the ghosts of children who do not realize that they are dead, and they wander a city in search of warmth and comfort.
Marrow Knight: These knights are crafted from the bones of humans and horses defeated and collected by the necromancers of Hallowfaust.
Memory-Eater: Creatures slain by a memory-eater rise in 1d6 days as a memory-eater.
Mistwalker: ?
Slarecian Ghoul: There is little dispute that these ghouls were once slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for cannibalism is hardly of concern to the unfortunates who face them.
Slarecjan Shadowman: ?
Spirit of the Plague: After death, the spirits of those who had agonized under Chern's plagues the longest, those whose wills were broken and spent at death, returned to the mortal world bound by Chern’s will.
A very few souls who die from a communicable illness rise as spirits of the plague a few months later to ignite epidemics.
Undead Ooze: The undead ooze is created when an ooze of any other sort violates the grave of a restless and evil soul. A malevolent spirit, still tied to the rotting flesh consumed by the ooze, occasionally enters it. This is the last meal the ooze takes as a living creature, as it is changed into a thing of undeath and filled with a hatred of the living as well as a low cunning.
Unholy Child: These deceptive creatures are the spirits of infants murdered or left to die by their parents.
Well Spirit: The ghost of a being who drowned in a well.
Butcher Spirit: Butcher spirits are what remains of animals once sacrificed in religious rites to feed the relentless hunger of the titan Gaurak. The animals’ wholesale slaughter was avenged by an angry Denev, who sought to destroy the ravenous lord’s cults by allowing the animal spirits to remain in the world to lash out at their murderers.
“Butcher spirit” is an acquired template that can be added to any animal.
Unhallowed: Sometimes, perhaps once in a hundred years, a child is born bearing signs that he or she is beloved of the gods. She may be stronger, smarter, swifter or more beautiful than
any other child. Above all, she is gifted with abundant blessings and is clearly destined for greatness in the fullness of time. These souls go on to become mighty warriors, legendary paramours, silver-tongued thieves or righteous holy men, meant to share their talents with those in need. It is a fundamental truth of the universe that the gods expect much of those to whom they give the greatest gifts.
Sometimes that trust is betrayed. With a single act, these blessed individuals turn their backs on their sacred pacts with the gods and heed the call of self-interest and evil.
People are fallible, and power can corrupt. Not everyone is up to the challenges of a disciplined and compassionate life, and the temptations of base nature are always present. Usually, once these heroes lose their way and use their mighty skills to indulge their dark sides, there is no turning back. Such aviolation of sacred trust earns them the eternal enmity of the gods. When these fallen souls reach the end of their lives, nothing but an eternity of torment awaits them.
Along with all the gods’ wonderful gifts comes an equally powerful ego, and many corrupted heroes do not go so easily into the afterlife. They linger in the world ofthe living by sheer black will. The more their bodies rot, the more they cling to their physical existence, knowing that everything they feel is just a pale shadow of the punishments that await them.
These tormented spirits, called the Unhallowed because of their abandonment by the gods, are very powerful undead creatures whose influence can bring ruin not just to individuals, but to entire kingdoms.
Unhallowed Faithless Knight: The faithless knight was once a bold and noble warrior who, in a moment of rashness or passion, committed an act of terrible cowardice or dishonor so great that it violated the most essential tenets ofhis patron deity’s faith.
“Faithless knight (Unhallowed)” is a template that can be added to any humanoid creature that possesses levels in fighter or paladin and betrayed the tenets of his god in life.
Unhallowed False Lover: The false lover was once the paragon of charm and beauty, who effortlessly won the hearts and souls of any who looked upon him. He inspired heroes and heroines to great deeds, gave birth to new forms of art and literature and transformed the cultures of entire kingdoms with his wit and grace. Ultimately, however, he betrayed those dreams, crushing the spirits of those who loved him, sometimes simply because he could. He left a trail of broken lives in his wake, exulting in raw sensuality and power. As the years passed and his looks began to wane, he lapsed into bitterness, spitefully using his powers to manipulate those around him and leech every last drop of happiness from their lives.
“False lover (Unhallowed)” is a template that can be added to any humanoid creature with a Charisma of 15 or greater and betrayed the trust and love of multiple paramours in life.
Unhallwed Forsaken Priest: There is no greater crime in the eyes of the gods than that committed when a holy woman forsakes her vows of obedience and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who betrayed the highest offices of her patron deity and, since that time, has been a force of malevolence and temptation to any soul caught in her clutches.
“Forsaken priest (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the cleric class, followed one of the gods of good and used his influence inthe clergy to lead worshippers ofhis god away from the god’s tenets.
Unhallowed Treacherous Thief: The treacherous thief was cursed by the gods for betraying those who trusted him, all for the sake of nothing more than petty greed. He used his skills to steal from those who had almost nothing to call their own, simply for the joy of taking what did not belong to him. He murdered people for nothing more than a handful ofcoins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.
“Treacherous thief (Unhallowed)” is a template that can be added to any humanoid creature that has levels in the rogue or bard class and performed acts of great treachery.[/sblock]

Creature Collection III [sblock]
Ashcloud: Although attributed to Chern by the divine races, titanspawn themselves blame these undead on the goddess Belsameth, or sometimes on the Lord of Destruction, Vangal.
Carcass: Gathered and created from the fallen ranks of the Ghoul King‘s most stalwart enemies, these undead atrocities have been denied any hope of a dignified death,
corrupted into some of the most grotesque of the Ghoul King’s slaves.
Bloated to an obscene size by the fell magics of the Ghoul King, carcasses are grossly obese. Jagged horizontal incisions through which all their internal organs are removed, split their distended abdomens into gaping maws, leaving the creatures nothng more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out on stumps of morbid fat to tromp back against the ranks of the Ghoul King's foes.
Deep Stalker: Some claim these creatures arise from slaughtered sea life, while others claim they are the twisted souls of evil men who perished at sea. Perhaps they are some combination of the two.
Dread Crawler: Along the coast of Termana, near the fearsome Isle of the Dead, there is a salt bog and bayou. This area was once inhabited by a species of large, roachlike vermin, but the negative energies of the Isle reached out and transformed them into undead servants of the Ghoul King.
Forsaken Spirit: When Chem was felled by the high elves, he cursed not only the living with his foul breath, but those who were dying, dead, or not yet born as well. So great was hts wrath that he shackled the souls of his destroyers to the earth, while infecttng them with diseases potent enough to affect even the undead.
Ghoul Hound: Created through secret necromantic rituals, these relentless predators are animated by their dark masters to hunt down and terrify the living.
An afflicted canine who dies of a ghoul hound's ghoul fever rises as a ghoul hound at the next midnight.
Ghoul Gormul: Gormul ghouls draw much of their power from the stone embedded in their bodies. This necromantic development of the Ghoul King is crafted from a semiprecious gemstone found only on the Isle of the Dead and apparently imbued with quantities of negative energy. While only the Ghoul King possesses the secret of creating Gormul ghouls.
The process of creating a Gormul ghoul wipes out all memory of its previous life.
Ghoul Overghast: Theoriesabout overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War - the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures.
Ghoul Poisonbearer: The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Love-Scorned Soul: These sad creatures are the undead remains of particularly strong-willed people who died tragically because of their love for another. A woman slain en route to the altar, a man who fell from his bedroom window after finding his lover in the arms of another, victims of the unhallowed monster known as the false lover - any of these might return as a love-scorned soul. Embittered and warped by their deaths, love-scorned souls appear as spectral versions of their former lives, their once happy features twisted by sorrow, anger, despair, and hatred.
Mummy Spiderweb: Spiderweb mummies are created by necromancers with the aid of a rare species of spider found only in southern Termana. These so-called mummy spiders are harmless in small numbers, but those who wish to create spiderweb mummies breed the arachnids by the tens of thousands. Fresh corpses are given to these spiders, which immediately cover them in webbing and inject their bodies with a poison that preserves the flesh for future consumption. Normally, the spiders would feed upon the corpse for weeks or months, but once it has been treated with enough venom, the corpse is then taken back by the necromancer and subjected to profane rituals that bring it back to a shambling semblance of life. The mummy spiders also lay their eggs on the corpse, and spiderweb mummies are often crawling with hundreds if not thousands of the tiny creatures.
On the Isle of the Dead, however, the fell necromantic energies that abound there will sometimes spontaneously create a spiderweb mummy from the corpses of those who die near a mummy spider lair.
Mummy Spiderweb Ghoul King's Guard: The Ghoul King’s necromancers make fearsome versions of these already dangerous hunters.
Pain Doll: Pain dolls are tormented undead creatures created by cruel and sadistic ritual.
While pain dolls can be created by evil cults. necromancers and the like, they can also be created spontaneously, as the victims of cruel torture return to madness-tinged unlife.
A cleric of at least 16th level can create a pain doll using a meate undead spell cast in a special 6-hour ritual, requiring a DC 17 Ritual Casting check for each hour; the body to be animated must be slain during this special torture ritual, which also requires a single DC 15 Profession (torturer) check.
In addition, victims of especially wicked torture have been known to rise spontaneusly as pain dolls (especially those who worship Chardun or Vangal), seeking vengeance upon those who tormented them.
Phoenix Black: The black phoenix's dying place becomes an unholy spot, prowled by undead. Living things shun the area; plants refuse to grow there; milk curdles and food spoils; and only foul beasts are willing to call the tainted locale home. Inevitably, a bird dies near the spot of the black phoenix's death, and this bird rises as the new black phoenix. It rapidly grows in size, absorbing the nearby death energy, and the cycle of the black phoenix continues.
Plague Gator: As the forsaken elves struggled against Chern, bits of his corrupt flesh flew everywhere, some landing many leagues away in the swamps of northern Termana. There, alligators that consumed his flesh were transformed into the perversions now known as plague gators.
Slon Gravekeeper: The gravekeeper is an undead slon, the first to be buried at a particular graveyard.
An elder slon who dies suddenly and cannot make its way to an established graveyard becomes the gravekeeper of a new gravesite.
Unbegotten: Closely related to forsaken spirits, they are the spirits of elven children who died from Chem’s curse while still in their mothers’ wombs.
Soulless: The Sisters of the Sun learned of such horrors when they originally pushed the Ghoul King from the western kingdoms back to the Isle of the Dead. The Army of the Living watched as the very life force was drawn from the first 13 Sisters to step onto those bleak shores. Consumed by undeath, these 13 turned against their former fellows.
Since that time, a few other unwary paladins have been captured by the Ghoul Lord’s servitors and brought to the Isle to be twisted by its dark power.
“Soulless” is a template that can be added to any living creature with levels in paladin or ex-paladin.

Undead: Few mortal creatures have ever attempted to eat an entire dirgewood 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.
The passage of the black phoenix causes the dead to rise, randomly imbuing corpses below it with varying degrees of unholy might. It is attracted to places of death, disease, and oppression, where, as it passes, ghouls, skeletons, vampires, and other fell beings rise up from among the dead.
Any corpse or skeleton within a black phoenix's aura of undeath or that the phoenix casts its shadow upon as it flies overhead may rise up as some type of undead.
Ghoul: Any animal, giant, humanoid, or monstrous humanoid corpse with two or three class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghoul.
An afflicted humanoid who dies of a ghoul hound's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of a ghoul overghast's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a poisonbearer ghoul's ghoul fever rises as a normal ghoul at the next midnight.
Ghast: Any animal, giant, humanoid, or monstrous humanoid corpse with four or more class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a ghast.
Skeleton: Battle rams that fall honorably in battle are resurrected by the powers of Chardun and continue to serve him as undead.
In the same manner as humanoid followers of Chardun, battle rams serve their evil god loyally and, if slain in battle, rise from the dead after 30 days. A risen battle ram gains the skeleton template.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
Wight: Any creature killed by the Gray Man’s energy drain rises as a wight under the control of the Gray Man 1d4 rounds after being slain.
Zombie: For several minutes after the bleak crow captures a soul, its plumage becomes luminescent, emitting a soft, eerie light and giving the bird an almost ghostly appearance. The body of an individual whose soul is thus captured rises as a mindless undead creature under the Crow’s control.
As a standard action, a bleak crow can capture the soul of adying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the crow must be able to see the body to use this ability. The crow makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the crow captures the soul, and the body immediately rises as an undead servant of the crow.
The undead servant is identical with a zombie of equal size.
Any animal, giant, humanoid, or monstrous humanoid corpse with less than two class levels and within a dirgewood's foul influence range that remains in contact with the ground for 1 full round is animated into a zombie or skeleton.
An opponent slain in any way by the Gray Man other than by energy drain animates as a zombie under the Gray Man’s control 1d4 rounds after being slain.[/sblock]

Creatures of Freeport[sblock]
Deadwood Tree: Before the fall of the serpent people, the great trees of Valossa’s jungles were inhabited by spirit lizards. When the cataclysm struck, the trees were killed along with most other living things. However, a few spirit lizards were trapped inside their dead and dying trees, and fused with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.
Death Crab Swarm: It is said that death crabs are a solid manifestation of the spirits of long-dead pirates.
Thanatos: Some do contende that the Creature is Undeade in its Nature, having once been a Greate Living Fishe that was alter’d by Magick, or by feasting upon the Corpses of the Deade.

Zombie: Living creatures killed by a deadwood tree will rise in 1d6 rounds as zombies.
Living creatures killed by a thanatos's energy drain will rise in 1d4 rounds as zombies. [/sblock]

E.N. Critters 1 Ruins of the Pale Jungle:[sblock]
Animus: An animus is the spiritual remains of a humanoid, intelligent magical beast or dragon that remains behind to guard a site long after the body has crumbled to dust.
An animus comes into being when a creature, often a humanoid of average intelligence, dies while attempting to guard or protect a particular site, object, or being.
An animus is created when a creature, usually a humanoid, dies while attempting to protect something and continues to try to do so after its death.
Baya Tumbili: It is said that it was once a flesh and blood creature, an awakened ape turned into an undead monster by a powerful evil druid researching necromantic rituals. However, the baya tumbili proved to be too chaotic and too unstable for even the druid to tolerate. Its master destroyed its pet’s body while it was on the Material Plane, and then set in place powerful wards that prevented the creature’s essence from reconstituting itself back on the druid’s home plane.
An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.
Baya Tumbili Spawn: Baya tumbili spawn are apes that have been turned into undead spawn.
An ape slain by a baya tumbili’s energy drain rises as a baya tumbili spawn 1d4 days later. If the baya tumbili instead drains the ape’s Constitution to 0 or lower, the ape returns as a spawn only if it had 4 or less hit dice. An ape with greater than 4 hit dice cannot be transformed into a spawn in this manner.
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.
Any humanoid slain by a haze horror becomes a haze horror in 1d4 rounds.
Haze horrors are most likely the creation of some necromancer.
Although the origin of the haze horror is unknown, it is known that they tend to remain near where they died, and sometimes where their corpse is.
Leafling Ancestor Lesser: Leafling ancestors are the undead life forces of leafling shamans occupying their own shrunken, disembodied heads. Most every leafling shaman is honored by having their head shrunken and worn as a totem in battle, but only a select few have the power in life to live on in undeath as a lesser ancestor.
Leafling Ancestor Greater: On occasion, this lesser form of ancient will attract such a following that it achieves a god-like status among several clans or tribes. Their combined devotions empower the Ancestor to become one of the greater variety.
Revered Ancestor: Revered ancestors are psionically endowed members of ancient cultures, sacrificed by friends and family to protect them in this life through powers of the afterlife.
Often they were entombed with the treasure they had in life as well as with psionic enhanced items in the hope that it would increase their chances of awakening after the sacrificial ritual was done to create them. They always have a jade knife as it is a standard requirement of the ritual to create them.
The ancient cultures of the Pale Jungle sacrificed and entombed their family members in an attempt to gain protection over their house and sometimes even over their village. The tombs were often cornerstones of buildings, columns, and even carefully dug holes in the ground. The family member would be sacrificed (sometimes to a balam chac), the body wrapped in cloth and mummified with sacred herbs, and then placed in the prepared location. The location was then sealed according to ritual. Those family members with latent psionic ability so entombed became active revered ancestors with those powers fully awakened and directed toward kineticism.
Shetani: Legends speak of a great wizard called Eldaar, known for exploits of great daring and acts of equally great cruelty. It is said that this mage took great delight in his arcane experimentation, and that the Shetani or Children of Eldaar are the result of one such experiment.
When a living monkey is brought down by a shetani, its corpse is left alone by the pack for reasons that are unknown. The newly dead monkey will then rise 24 hours later as a new shetani.
Any monkey slain by shetani will rise as one in hours unless their corpse is destroyed.
Their origin is through arcane experiments in an attempt to create a bestial zombie.[/sblock]

E.N. Critters 2 Beyond the Campfire: [sblock]
Bereft: A Bereft is the undead remains of a dryad that was forced to watch as its bound tree was cut down or destroyed and was unable to do anything to prevent it. With its tree gone, it slowly perished within the next day full of suffering, unrelenting grief and remorse. Unable to accept that it failed to protect its home, it now wanders the land untied to any particular tree, guilt-ridden and irrational. These creatures are twisted mockeries of their former selves, deformed by hate and self-loathing.
The Bereft are created when forced to watch their bound tree destroyed and then left to wither in its absence.
Blighter: Blighters are undead specially created from the corpses of humanoid druids.
Centuries ago, a conflict arose between a circle of druids and a powerful city-state that was seeking to expand into areas under the druids’ protection. The druids were powerful, but too few in number to effectively combat the legions of the city-state. One of the circle, a brash druid known for his eccentric ideas, proposed that they use their powers to create warriors of their own, an army of guardians that could be used to defend the wilderness. Intrigued, but cautious, the elder druids began experimenting in the creation of a being that could serve to defend different areas of their territory. In the end, they succeeded and created what they began calling a Nature’s Avatar. Fearful that their creation could be perverted to some dark purpose, the elder druids purposely tied the creature to one specific area, charging it with the defense of that area and no more.
The brash druid who had initially proposed the idea was outraged. Since the Nature’s Avatar was bound to one area, it could only serve as a defensive creature. The druid believed strongly that the fight should be taken to the city-state itself, and thus in secret he began experimenting with his own designs in an attempt to create a mobile foot soldier, one that could wreak havoc among the farming communities and travel routes that led to and from the city-state.
The druid became obsessed and began tapping into dark powers in order to complete his creation. Instead of constructing a being made from the elements of nature, he turned towards transforming and re-animating the remains of dead comrades. The forces that he was manipulating began to affect his mind, turning him from the path of protector of nature to the creator of something malevolent and undead. (Some sages have theorized that a powerful devil or demon lord was manipulating the druid without his knowledge, but this theory has never been proven.) In the end, he created what would come to be known as the blighters.
Blighters were created to cause death and destruction to the citizens of the threatening city-state.
Their powers were designed to be able to combat the city-state’s soldiers while also being able to raze farms and harry merchant caravans. They were created with a desire to destroy the humanoids that dwelled in the opposing community.
They were originally created long ago by a corrupted druid using necromantic powers.
The druid responsible for the creation of these creatures strayed from the true path of druidism. He was first obsessed and then possibly became insane as his project evolved. Dark powers took an active interest in this foolhardy venture and twisted it to serve their own ends.
Nightshade Nightflyer: Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all living things, with the faint scent of carrion on its breath.
Nightflyers originate from the plane of shadow and are formed from the darkness therein, resembling any of a number of raptors all combined into one creature.
Sages speculate a nightflyer is a dream reflection of all such birds of prey given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.
While it is unknown for sure how they are created, it is believed they are incapable of reproduction or spawning, which implies they may be limited in number, but exactly how large that number is as yet remains unknown.
It serves as aerial spy for greater night shades and is incapable of reproduction, including creating spawn.
Nightshade Nightguard: Nightshades are powerful undead creatures with a variety of devastating abilities that hail from the plane of shadow. It is not known if any true ecology exists for them, since being undead creatures is it presumed they are incapable of true reproduction, but it is apparent the nightguard were created to serve as the shock troops for the nightshades. They are the equivalent of elite guardsmen serving powerful nobles, only with no small amount of power themselves.
They are believed to be incapable of reproduction or spawning, but it is rumored that more powerful nightshades are able to create nightguards by capturing the souls of particularly powerful evil warriors and empowering them with negative energy from the plane of shadow, binding them to their forces while doing so.
It serves as an advance scout for greater nightshades and is incapable of reproduction, including creating spawn.
Nightshade Nighthound: Believed to be fey hounds from the plane of shadow, they only appear during the hour of twilight when the sun has just set and before night fully encompasses the land. They resemble hunting dogs composed entirely shadows, and are thought to be shadow reflections of once-living hounds. Some say they are the magically created crossbreed of nightstalkers and shadow mastiffs, if such could breed.
The more common belief is they are the souls of guard and attack dogs summoned by dark forces and empowered with negative energy from the plane of shadow. Regardless of how they were created, it is believed nighthounds are incapable of reproduction or spawning, have no interest in anything other than hunting and killing, and are incapable of remorse, sympathy, or compassion for any living creature.
Nightshade Nightstalker: Like other nightshades, it is a powerful undead composed of equal parts shadow and absolute evil, reeking of malevolence and an absolute hatred for all things living, its foul breath bearing the scent of death and decay.
Nightstalkers originate from the plane of shadow and are formed from the darkness therein, resembling large hounds or wolves in form but composed entirely of shadow. Sages speculate that a nightstalker is a dream reflection of all such beasts given form and substance, its undead nature a result of its plane of origin more than by any spell or spawning.
Others believe they are the souls of worgs and other evil wolf-like creatures summoned by dark forces and given substance by negative energy from the plane of shadow, ruthless hunters with little regard for the living except as prey which they take great pleasure in hunting and killing.
It serves as a hunting hound for greater nightshades and is incapable of reproduction, including creating spawn.
Owl Howler: Owl howlers were first created by a necromancer nearing lichhood that devised a ritual to bring along his familiar with him to the life of the undead. It was so effective that other owls were used to create guardians for his lair.
The ritual it takes to create an owl howler is quite painful. It is at the height of pain when the creature is about to pass on, that its essence is captured and stored into a gem. This gem is then placed inside the skull of the recently dead owl. The gem used must be at least 100gp in value and needs to be yellowish in coloring like a topaz or a piece of amber. The gem is not destroyed in the creation process and can be collected from the creature’s skull after it is slain. It is said that its screech is caused by the immense pain that the creature has endured and now releases in a horrifying attack.
They are created through a horrific ritual and serve necromancers as familiars.[/sblock]

E.N. Critters 3 Tulenjord Land of the Fallen One:[sblock]
Frostbitten: The frostbitten are the animated corpses of those who die from exposure. Oftentimes their last prayers of salvation will go out to any deity that will listen. Evil deities are not above twisting these final pleas, and as the elements take the life, they fill the husk with a spirit from whatever plane they call home.
The frostbitten on Tulenjord are the direct result of the dead god’s lingering malevolence. Although any evil deity is capable of creating them, for some unknown reason the dead divinity has dozens of them roaming the island.
The souls inhabiting the frozen bodies are usually those of former priests. Oaths and promises of servitude along with past displays of faith are sometimes rewarded with this second chance upon the earth. Frostbitten are usually put in charge of a cult, or placed in the service of especially powerful priests. They will do anything to avoid heading back to the torment they have returned from, using every moment of their wretched existence to propagate the will of their deity. Those frostbitten raised by the dead god know only that they must find a way to revive him.
Its frozen body is inhabited by the soul of a fervent worshipper of an evil god.
Snow Spirit: A snow spirit is the undead life essence of someone who has died a cold and lonely death from exposure to the arctic elements.
The vast majority of snow spirits are chaotic neutral spending their time careening wildly and mindlessly through the arctic wastelands. A few are created from the death of a black-hearted and malevolent creature, who, once expired, leaves behind only its hateful spirit. This form of snow spirit will actively seek living creatures to suck the life and warmth from. Lastly, and most rare, are the wandering life essences of a soul so saintly that its beneficent nature withstands its cold and lonely death. This form of snow spirit will actually seek out dying creatures and protect them from the elements.
They are the lost souls of those freezing to death alone and helpless in the frozen wastes.[/sblock]

E.N. Critters 4 Along the Banks of the River Vaal:[sblock]
Bandalvis: A bandalvis is a form of undead created when a vissalia succumbs to the ancient curse upon it, feeding on the blood of the living but never able to completely sate its hunger. When this bloodlust curse overtakes a vissalia, it seeks out a victim to feed upon. Once it drinks the blood of a victim it slays for the first time, the transformation to a bandalvis completes and dark powers infuse the body.
Fortunately, a bandalvis is a unique form of undead unable to create spawn and only coming into being through the curse upon the vissalia.
It is created when a vissalia succumbs to a curse laid upon its race by the gods.
Those of the vissalia who had not been transformed became cursed by their gods to forever long for the land, but to never have it unless they drank of the lifeblood of the land-dwellers. At first, they believed this to be a fair trade, and hunted the land-dwellers who came to the water’s edge. It wasn’t too long before the vissalia understood the full extent of the curse as they spilled the blood of innocent creatures and in so doing were transformed into terrible monsters ever hungering for warm blood. Thus were the first bandalvis created.
Once the vissalia and terravis were of one race that dwelled in the deep waters of the seas and rivers, but a desire to become part of the realms above led the vissalia’s ancestors to involve themselves in forbidden magics, and to forsake the gods they worshipped to gain favor with the gods of the upper realms. The gods of the deep were justly angered by this, and punished the vissalia with the curse of bloodlust. Now they long for the warm blood of the land-dwellers, the smell of it awakening a primal hunger that if not kept in check threatens to consume them by leading them into a frenzy to attack the source of the blood to sate their hunger. This bloodlust can cause a vissalia to forsake its mortality and give itself over to the darker gods, becoming an undead abomination that exists [/sblock]

E.N. Critters 5 Interlopers of the Blasted Realms:[sblock]
Remains of the Fallen: This swarm is native to the Blasted Realm. It is formed from the aftermath of any great conflict that has left bodies strewn across the battle field. Drawn to the psychic and emotional turmoil of such a conflict, the soulfire that permeates this realm coalesces within the remains of the various combatants, re-animates the individual body parts and then gathers them into a collective mass. This mass then develops a hive-like mind and begins to act independently. The swarm is an expression of the fury of the battle and therefore seeks out further conflict. It will attack any living being in an attempt to destroy it.
One swarm may form for every 30 bodies left on the field. Swarms tends to form within 24 hours of the conflict’s cessation.
This swarm is essentially soulfire taking shape as the rage of the great many that have fallen in the countless battles across the Blasted Realm.[/sblock]

E.N. Critters 6 Berk’s Wasetland:[sblock]
Boneswirl: A boneswirl is an undead creature animated through strong elemental magic.
Boneswirls were originally created by evil djinn that had taken up residence on the material plane, away from their inherently good brethren. Djinn necromancers used the bodies of humanoids to make more powerful and mobile undead guardians.
The ritual of creating a boneswirl is long and complicated, as with creating many greater undead, but the process is a bit different. The primary difference is that minor air elementals are bound to the bones that comprise a boneswirl. They keep the whirlwind in motion. The elementals are twisted and perverted in the binding, but they are also part of the boneswirl’s new identity. Their insanity is a large part of what drives a boneswirl to kill everything it can.
A boneswirl is typically created from the bones of a single humanoid creature, though it is possible to create one from any creature with a skeleton. The visage of a standard boneswirl is disturbing enough, but one created with the skull of a dragon or a mindflayer can send opponents fleeing into the desert without even attacking. No matter what creature it was originally made from, it retains no memory of its past life. It knows only an intense feeling of loss and pain. This is its primary drive for hunting down and killing living creatures.
A boneswirl can be created through use of the create undead spell by a 15th-17th level caster (though characters should be made to research the ritual first).
It is native to warm deserts where it was first created by evil djinn.
It can be created through the use of a create undead spell by a caster of 15th level or higher.
Dessicated: A desiccated is an intelligent undead creature that has had all the moisture drained from its body.
A humanoid slain by a desiccated’s absorb moisture ability rises as a desiccated 1d4 days later.
When a desiccated kills a humanoid creature with its absorb moisture ability, that creature undergoes a slow transformation during which every last drop of moisture is lost from its body. Water, blood, and other bodily fluids completely evaporate, organs turn to dust, and the skin becomes a dried out husk. Once complete, negative energy animates and gives sentience to the corpse. Even though the new creature retains some small semblance of its former self, bits and pieces of memories and thoughts, it is now overcome with an incredible and unquenchable thirst. The energy that created the desiccated continues to work and the creature continually feels the moisture being sucked from it.
Those slain by having all of their moisture sucked out will rise as desiccated themselves within four days time.[/sblock]

Elemental Lore [sblock]
Drought: Droughts look like massive, desiccated draft horses. They range from six to eight feet tall at the shoulder. The process of transformation into a drought darkens their hides to sooty black, no matter what color they were in life. Their manes also turn dark, usually either burnt brown or black. Everything soft weathers away from these creatures when they rise from the grave, leaving behind only hard bone, leathery skin, and flickering flames.
Not even the greatest necromancers know for sure how they come into being. Many speculate that they appear when thousands of animals die of thirst due to unnaturally long droughts. Others feel that they may be punishments sent into the world by particularly demented gods.
Rime Wraith: Rime wraiths are the spirits of hunters, fishermen, and others who drowned in the dead of winter after slipping under the ice.

Shadow: A humanoid reduced to zero Strength by a rime wraith becomes undead. Within 1d4 rounds, it rises as a shadow with the cold descriptor. [/sblock]

Epic Monsters [sblock]
Atropol Abomination: Not every divine pregnancy ends in a successful birth. As with the non-divine races some children fail to reach term, when this occurs in the divine realm the child is sometimes animated by the Negative Energy Plane and is reborn as an atropal.
Demilich: A demilich is the next evolutionary step in the life of an evil wizard. Through the creation of soul gems a lich may shed they body and travel the multiverse as an astral entity.
‘Demilich’ is a template that can be added to any lich. A demilich’s form is concentrated into a single portion of its original body, usually its skull. Part of the process of becoming a demilich includes the incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
The process of becoming a demilich can be undertaken only by a lich acting of its own free will.
Each demilich must make its own soul gems, which requires the Craft Wondrous Item feat. The lich must be a sorcerer, wizard or cleric of at least 21st level. Each soul gem costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation. Soul gems appear as egg-shaped gems of wondrous quality. They are always incorporated directly into the concentrated form of the demilich.
Hunefer: Hunefers once strode across the planes as demigods. Slain by adventurers their godly power was stripped from them, but their followers did not abandon them. The body of the hunefer was recovered inscribed with symbols important to them and carefully wrapped for their eventual return to life and ascension to godhood. Now awakened, the hunefer are on a undying quest to recover their lost divinity.
Lavawight: The lavawight is the end result of foolish adventurers who attack a shape of fire.
Those that succumb to a shape of fire's blazefire embrace are converted to lavawights.
Any humanoid slain by a shape of fire becomes a lavawight in 1d4 rounds.
Nightswimmer Nightshade: ?
Shadow of the Void: A shadow of the void is cold vengeance personified.
Shape of Fire: A shape of fire is white-hot rage personified.
Winterwight: The winterwight is the end result of adventurers foolish enough to attack shadow of the void.
Those that succumb to a shadow of the void's blightfire embrace are converted to winterwights.
Any humanoid slain by a shadow of the void becomes a winterwight in 1d4 rounds.
Sebastian the Shadow Souled: Although no one else remembers his history, Sebastian still feels the driving fear of death that led him to sacrifice his kingdom, his people and his own newborn son to the powers of darkness in return for eternal life.
Bodiless Ao: ?

Undead: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Mummy: A creature afflicted with hunefer rot that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and forms an 18 HD mummy with the dead foe’s equipment under the hunefer’s command. [/sblock]

Freeport Trilogy:[sblock]
Shadow Constrictor Snakes: Shadow snakes are undead created by evil mages or, as in this case, the anger of a deity.
Shadow Serpents: The serpent god Yig turned his priests into shadow serpents as a punishment.[/sblock]

Frost and Fur:[sblock]
Corpse Shroud: In Slavic lands, corpses are wrapped in shrouds and then buried. The spirits that have unfinished business arise at night in graveyards and terrorize the living.
Draugr: It is animated out of sheer jealousy. The draugr misses its old life and envies the living.
Haugbui: The ketta (she-cat) is considered the “mother” of haugbui in the sense that the creature can create such spawn by inhabiting mounds. Haugbui are stirred to undead life by a ketta’s presence.
Mummy Aleutian: The Aleuts have considerable knowledge of human anatomy because they mummify the corpses of important people. They achieve mummification by removing the viscera, washing the body in a cold stream, and stuffing it with oiled sphagnum moss for preservation. The bodies of children are also treated in this way. Mummies are wrapped in sealskins, tightly tied, and laid to rest in caves or even in a special compartment of the family dwelling.
Rusalka: These beautiful longhaired maidens were once girls who drowned, were strangled, committed suicide, or didn’t receive a proper burial.
Ruskaly: Ruskaly are believed to be the unborn souls of children who were not baptized or claimed by a particular religion. Their souls lost and without guidance, they roam the cold forests of Torassia.
Snow Angel: Snow angels are formed from the thrashings of good-aligned creatures that succumb to the cold. The snow around them becomes a mist that is shaped like an angel.
Snow angels haunt places of avalanches, icefalls, and glaciers—where they died and were left without a proper burial. There are many corpses that are lost deep in ice and snow, only a select few create snow angels.
Yek: When a person dies by drowning, he turns into an otter that becomes a werewolf-like creature bent on drowning other humans.
Any humanoid slain by a yek becomes a yek in 1d4 rounds.[/sblock]

Hallows Eve:[sblock]
Manumit: these spirits are the remains of petty, worthless men. The tattered souls go abandoned and unwanted, languishing in their graves as they lament their wasted lives. On the night of Hallows Eve however, the barrier between the physical world and the spirit world is at its weakest; and the spirits of the dead are freed to roam the earth.[/sblock]

Hallows Eve Demo:[sblock]
Haunted Casket: Animated randomly by rich sources of negative energy and errant corruptions.[/sblock]

Hungry Little Monsters:
[sblock]Ashen Hound: Created by the burnt sacrifice of a dog and a unique necromancy spell, an ashen hound rises from the pyre to serve as a loyal watchdog to its creator.
Bound: A bound is a spirit that has been trapped in its material remains.
Canker Zombie: Canker zombies are undead creatures formed when a humanoid dies from a particularly potent disease (whether natural or magical).
Any humanoid killed by a canker zombie and not stripped of its flesh rises as a free-willed canker zombie 1d3 days later.
Kyokan: Several years ago, a magical experiment went wrong. Not so wrong that there were deaths involved, but wrong enough that it wasn’t what the experimenters expected. Left with toxic, magical waste, the experimenters did what any organization would do in their situation — they took a boat out to sea very late in the night and slowly dropped the barrels of waste over the side of the ship. No harm done to them, of course.
Ever so slowly, the barrels of waste drifted to the sea floor, and after impact rolled down a slope to a deeper part of the ocean. Eventually the barrels came to a stop on a flat bed, not entirely flat but with enough knife-sharp growths of coral to break the barrels open and spill the toxic waste onto the sea floor. Luckily for the experimenters, the toxic sludge was heavier than the sea water and stayed at the bottom of the ocean.
This sludge spilled in a final resting place for squid, a location where the local squid came to die. Somehow, this toxic magical waste interacted with the dying squid to return them to life, at three times their original size. Unknowingly, those stalwart experimenters created a new scourge of the seas, the kyokan.
Soulgaunt: The soulgaunt is a hateful undead spirit that forms on the sites of terrible accidents that have claimed the lives of no fewer than a dozen people. The accident can be something as simple as an explosion at a sawmill or as expansive as an earthquake that devastated a city; the larger the accident or disaster, the more soulgaunts result. Many evil death cults revere soulgaunts as unholy aspects of their deities, and a few powerful necromancers have learned how to create soulgaunts with the use of create greater undead. In order to do so, the spellcaster must be at least 19th level, and the spell must be cast on the site of an accident no more than one hour old.
Sugareater Zombie: Creatures trapped by a sugareater suffer 1d4 points of Constitution drain per round until they reach 0 Constitution, at which time they are immediately transformed into sugareater zombies.
“Sugareater zombie” is an acquired template that can be added to any living creature.
Sample Sugareater Zombie: This gnoll and its five packmates were ambushed by a sugareater, who hunted them one by one until they all succumbed to its feasting. Now the six roam the forests as sugareater zombies, bringing new victims to their master.
Vain Dead: Vain dead are undead tempters, spawned from the most arrogant, narcissistic, and sybaritic creatures ever to have lived. Most of these creatures arise from the ranks of corrupted clerics of gods of beauty, who have perverted the teachings of their god and now exist as accursed personifications of their blasphemy.
[/sblock]

Into the Black
[sblock]
Hellscorn: Driven by banal motivations such as greed and lust, some discontent lovers break their partner’s trust, fulfilling their primordial desires with someone else. Viewing the spurned lover as an inconvenient obstacle on the road to true happiness, the two new companions gleefully plot and carry out his earthly demise in the ultimate act of betrayal. Yet, while most individuals cross the fine boundary between love and hate during life, some spirits only complete the transition after death. Rising from the grave in search of revenge.
Hellscorns rise from the grave solely to wreak vengeance against their killers.
Waking Dead: Bereft of any formal medical training or knowledge, physicians and healers sometimes incorrectly pronounce their patients dead. Unfortunately, the individual actually lapsed into a deep coma, a catatonic state that simulates death, thus fooling the average layperson and the professional alike. Before long, the slumbering person awakens to a horrific nightmare, finding himself trapped within a coffin. Despite his feverish efforts to escape his eternal tomb, he eventually succumbs to thirst and suffocation. The sheer terror and frantic desperation experienced during his final moments serve as the catalyst transforming his corpse into the terrifying waking dead.
Gremmin: The discovery of gold and other precious minerals invariably draws the rapacious interest of desperate prospectors craving instant wealth and fortune. Enraptured by the mesmerizing allure of fabulous riches, starry eyed speculators hastily delve deep into the earth, fully intent on staking their claim to the dense veins of precious minerals before anyone else. In their mad rush to unearth the buried treasure, they pay no regard to practical concerns such as food, water, and leaving a discernible trail back to the surface. After the initial ecstasy subsides, the hungry, thirsty, and hopefully lost miner finally realizes the gravity of his predicament. Although ultimately doomed to a lonely and prolonged death, he refuses to part from his spectacular find, a sentiment that sparks his transformation into a gremmin after his earthly demise.
Walking Disease: No natural or artificial environment serves as a better incubator for disease than sewers. Teeming with copious volumes of rotting organic material, stable temperatures and abundant moisture, countless virulent bacteria, viruses and fungi abound within the filthy, nutrient rich habitat. Nearly all of these infectious agents remain simple, non sentient organisms, but some inexplicably form a vast symbiotic community on a humanoid corpse that acquires a degree of intelligence, plaguing the subterranean world as the dreaded walking disease. Although seemingly created as a part of a natural evolution, sages unanimously agree that humanoid intervention undoubtedly plays a role in the birth of this horrific scourge. The consensus lays the blame for these abominations on the wicked priests and worshippers of several nefarious deities performing their devilish rituals and savage rites in the anonymity and security of the sewers.

Undead: Despite every possible contingency, some spirits fail to pass into the next world, remaining trapped in an unnatural state between life and death. Some powerful individuals consciously aspire to achieve undead status, but most unwillingly join their ranks either through death at the hands of such a creature, through the magical intervention of a mortal or via the unfortunate circumstances surrounding their earthly demise.[/sblock]

Into the Blue[sblock]
Lost Sailor: Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. Longing for the comfort of the water’s embrace, these seafarers could not rest in death, crawling forth from their graves to trek overland to reach the sea. They usually only rise when they are buried within a handful of miles of the ocean, yet still feel robbed of it in death.
The irony of being such a short distance from their goal only makes the spirits of the mariners more restless.
Sea Scorned: A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. They are normally only encountered near seaside or aquatic settlements. These are the unfortunate, lonely souls that take their own lives over the loss of a loved one, becoming doomed to stand vigil forever, waiting for their dead love to return.
Unwanted: Among some sailors, it is bad luck to save a man who falls overboard: it is believed that what the sea wants, the sea takes, and no one wishes to evoke the sea’s wrath by standing in its way. Unfortunately, men sometimes fall over the side of their own accord—or are given some help by an angry comrade—but still are not rescued for fear of angering the sea. The sea does not want these men, but they are forced upon it. Either through the sea’s anger or their own rage at not being rescued, these lost men sometimes return as undead. Called the unwanted, they were rejected by both seas and men, and have returned to take their vengeance on both.
Unwanted is an acquired template that can be added to any humanoid creature lost at sea.
Floating Dead: Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come.
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Kaiser’s Garden:[sblock]
Vine of Decay: ?[/sblock]

Lore of the Gods
[sblock]
Defiler: ?
Husk: If the shell of a deceased victim is not destroyed, it will rise as a husk in 2d4 days.
Ka Spirit: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the afterlife. The ka spirit is the soul of one of these unfortunates.
In order to create a ka spirit, ancient necromantic rituals must be performed, involving the victim being killed by a special cursed scarab of death. Such knowledge is mostly now lost, isolated to a few terrible cults who still perform the ceremony.
Mummy: Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.

Skeleton: Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.
Zombie: Any humanoid killed by the ka spirit’s rotting possession ability rises again as an undead in 1d4 rounds. Spawn are under the command of the ka spirit. Treat these unfortunates as standard zombies or skeletons, with none of the abilities they formerly had in life.[/sblock]

Lost Creatures:[sblock]
Bonegore: Bonegore are undead created from large battlefi elds and mass graves that were never given any last rights.
Cinder Ash: Cinder ash creatures are those that were caught in the hot ash and toxic fumes of a volcanic eruption and died. Sometimes, in the wake of an eruption that was caused by magic or divine power, cinder ash are created.
“Cinder Ash” is a template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, or vermin.
Thrain: Once known as Thrain, this cinder ash was an oolori sage and scholar whose coastal village was destroyed when the nearby volcano erupted over a millennia ago. Thrain was buried alive in hot ash and was transformed into a cinder ash.[/sblock]

Manual of Monsters
[sblock]
Spirit of Vengeance Greater: When a powerful creature takes to the grave with intense feelings of hatred and business unfinished, she will occasionally rise again as a greater spirit of vengeance.
Spirit of Vengeance Lesser: Any humanoid slain by a greater spirit of vengeance becomes a lesser spirit of vengeance on the following round.
Scourge: "Scourge" is a template that can be added to any creature.
Banshee: Banshees were once beautiful female night elves who were brutally murdered by demons during the fall of Kalimdor. Their restless spirits were left to wander the world for many ages in silent, tortured lamentation.
Banshees are relatively rare and difficult to produce; even the Lich King does not truly know what causes a banshee to be produced among his minions. It is some supernatural perversion or imbalance of the soul that sheds its mortal shell and walks forth as one of these spectral beings.
“Banshee” is an acquired template that can be added to any humanoid creature.
Crypt Fiend: As the nerubian empire was dismantled, the remnants were scattered and the dead were raised as minions of Ner’zhul.
“Crypt fiend” is an acquired template that can be added to any nerubian.
Forsaken: The forsaken are humans transformed into the undead, with all the powers associated with the Scourge.
“Forsaken” is a template that can be added to any human character.
Ghoul of the Scourge: “Ghoul of the Scourge” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Shade: Shades are created by a formal ritual of sacrifice, in which a single acolyte who has completely proven himself to Nr'zhul is brought over to the far side of death. The plague is allowed to enter his body, and powerful necromancers spend several days transforming the acolyte's pitiful shell into a devastating creature of undeath. The ritual occurs in a place known as the Sacrificial Pit, where the focused energy of the Lich King and his necromancers are at their most powerful.
"Shade" is an acquired template that can be added to any humanoid creature.
Skeletal Mage: These Powerful skeletal Sorcerers are extremely dangerous undead, usually created independently through force of unrequited will.
“Skeletal mage” is an acquired template that can be added to any humanoid creature.
Skeletal Warrior: Skeletal warriors are extremely dangerous undead minions, usually created independently through the force of unrequited will.
Skeletal warriors are created from the fallen bones of dead opponents. Skeletons can be created even without the assistance of necromancers.
“Skeletal warrior” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Withered: This template can be applied to any dead creature through the use of necromancy or to any creature brought close to death by a member of the Scourge.
"Withered" is a template that can be added to any aberration, animal, dragon, fey, magical beast, plant, or other monstrous creature.
Wraith: “Wraith” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Zombie: These undead are created from plague-infected individuals, but their bodies are not as riddled with the disease as those of more powerful undead.
“Zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature.
Abomination: Abominations are large created creatures, similar to flesh golems. These magically created automatons are incredibly powerful, possessing (literally) the strength of ten human men. Constructing one requires a great understanding of necromancy and science and the capacity to both animate undead and cause magical healing to living flesh. They are difficult to create, but once made they are fanatically loyal servants and tremendously powerful warriors.
The twisted, mutilated bodies of abominations are comprised of multiple dead limbs and body parts from various corpses.
The animating force of an abomination is a blasphemous conglomeration of the souls incorporated into the corpses that make up the abomination’s unliving flesh.
An abomination is created from the mutilated and disease-ridden corpses brought from the battlefield. It stands over 8 feet tall and weighs well over 500 pounds. The skin of an abomination is a sickly green and yellow, obviously covered with disease and twisted with horrible magics. It has no possessions and carries only the items given to it by its creator.
This creature costs 40,000 gp to create, which includes the cost of collection and dissection of more than 10 bodies to be used as the abomination’s flesh and organs. Each of these bodies must be infected with the Lich King’s plague, so that they will properly mutate when affected with the rituals to create the abomination proper. Assembling the body requires a successful DC 12 Craft (leatherworking) or Heal check.
The creator must be at least 14th level and be able to cast divine spells. Completing the ritual drains 400 XP from the creator and requires animate dead, animate objects, bless, bull’s strength, regenerate, and spell resistance.

Ghost: Ghosts are the spectral impressions of individuals who died due to the plague or due to some incredibly traumatic incident.[/sblock]

Monster Anthology Volume 1[sblock]
Gheist: The spirits of cruel dead.
Pariah: Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.
“Pariah” is an acquired template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a pariah. The nature of such a transformation seems to target individuals at complete random.[/sblock]

Monster Encyclopaedia 1 Ravagers of the Realms [sblock]
Batyuk: Batyuks arise from mass graves, where hundreds of butchered bodies were buried without due ceremony or care. Furious at this injustice, they rise up in the communal form of a stormcloud to hunt down those who slaughtered them.
Blood Scarecrow: The blood scarecrow is a free-willed corporeal undead creature which is created when an ordinary scarecrow is dressed in the clothing once worn by a murdered man. Sometimes, when conditions are correct, the spirit of the deceased returns and inhabits the scarecrow, looking for vengeance on those who killed him.
Cavewight: Should a wight linger in a particular cave or tomb for long enough – a century or so, depending on the amount of vegetation and other living things in the vicinity and the quality of any wards or holy blessings placed on the area – then its negative energy permeates its lair, turning the lair into an outcropping of the negative realm. The wight feeds on this negative energy, becoming even more powerful.
Devouring Zombie: the magic animating the devouring zombie can be passed onto others; one devouring zombie can produce a horde of other undead.
Devouring zombies can be created with the create undead spell and require a 12th level or higher caster.
Anyone who dies while under the effect of the devouring zombie’s Constitution drain becomes a devouring zombie within 2d6 minutes of dying.
Human Commoner Devouring Zombie: ?
Dissolute: The dissolute is the remains of a humanoid slain by an ooze while the humanoid was at least partially tainted by negative energy (such as having gained negative levels within a day of being killed).
Fingerfetch: Fingerfetches are a minor species of undead, said to be the spirits of dead thieves.
Grasping Hands: Grasping hands patches are usually spawned when a party of travellers goes off the path and die lost and wandering in the swamp, but they soon add to their numbers by killing other passers-by.
Headless Screamer: Headless screamers arise from the corpses of those who were buried beheaded, such as the victims of execution or vorpal weapons.
Mesmeric Spectre: Mesmeric spectres are said to be spawned when a soul condemned to eternal torment bargains with its jailors, arguing that if it were sent back for just a short time it could gather even more souls into the flames. Others believe that mesmerics are the spirits of those who had great potential in life but squandered it, the ghosts of those who might have been archwizards and famous adventurers, but instead spent their days in alehouses or indolence.
Mirror Ghost: It is created under fairly rare circumstances, when a distraught individual is driven to suicide while facing a mirror and whose final actions crack or damage the mirror in some say. Occasionally, when this combination of events occurs, the spirit of the deceased passes into the shards of the mirror, creating a mirror ghost.
Mirthless: Many necromancers have experimented in creating more mirthless; they stretch dead men on the wrack or pump poisoned growth potions into dying flesh, or sending dark summonses into the netherworld of wraiths and spectres. There come no answers, no mortuary transformations. All the mirthless in the world are said to dwell in one obscure temple, from which they can be called forth with the right offer and the right ritual.
Mummer: Mummers are the god-curse of a murdered deity. As the god died, a billion black flies rose out of his mouth and scattered to the infinite worlds.
Mummer Template: A mummer who bites a humanoid corpse at the moment of death possesses that corpse.
‘Mummer’ is a template that can be added to any humanoid.
Nightswimmer Nightshade: ?
Octospine: The octospine is a hideous creature, believed to be the creation of a demon lord.
Plundering Dead: Plundering dead are piratical undead, who remain tied to their bodies after death because of their lust for gold and treasure. They are also produced by certain terrible curses and ancient artefacts.
Ragged Wraith: Ragged Wraiths are the spirits of those whose bodies were desecrated or dismembered after death.
Scuttling Skeleton: Scuttling skeletons are a variety of normal skeleton made using the create undead spell.
‘Scuttling skeleton’ is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system.
Wintersinger: Wintersingers are a species of undead associated with those who die from frostbite and exposure. In truth, they are not unquiet dead – a wintersinger is not the spirit of someone who died in the cold and does not resemble any human who ever lived or died. They are simply the spirits of death amongst the snow and frost, of lonely, frozen sorrow.
Withering Cadaver: Withering cadavers are produced when an attempt to create a wight fails. Enough negative energy is infused into the corpse to animate it but not enough to make a direct link with the negative plane. The process of animation awakens the latent survival instincts and animal drives of the corpse, giving it a sense of self-preservation and a hunger. Without a full channel to the negative plane to preserve its dead tissues, the body begins to rot.
Zombie Parched: Parched zombies arise from the remains those who die of thirst in the desert.

Ghost: The plundering dead who come to understand their true form become full-fledged spectres or ghosts.
Spectre: The plundering dead who come to understand their true form become full- fledged spectres or ghosts.
Wight: Any humanoid slain by a cavewight rises as a normal wight in 1d4 rounds.
Wraith: Any humanoid slain by a ragged wraith becomes a wraith in 1d4 rounds.
Zombie: Anyone killed by a batyuk’s thunderbolts is instantly animated as a zombie under the batyuk’s control.
While under the mud, the zombies of a patch of grasping hands are functionally a single entity; but if dragged up into the light, they revert to being normal zombies.[/sblock]

Monster Encylopaedia 2 Dark Bestiary [sblock]
Abiku: Any Small humanoid slain by the abiku’s energy damage ability becomes an abiku himself 1d6 hours after death.
Ankou: ?
Death Hunter: Death hunters are a special form of mighty undead created by evil druids via a secret ritual. They are former evil-aligned rangers who consecrate their immortal soul to vengeful spirits of nature, so they may return after death to stalk and murder the enemies of their land.
‘Death hunter’ is an acquired template that can be added to any non-monstrous, evil aligned humanoid creature with six or more levels of ranger.
All death hunters were evil rangers once.
Sample Death Hunter: ?
Dragonskin: In the extremely rare case a dragon is slain before its last shed skin is consumed, there is the possibility a faint portion of the dragon’s undead spirit remains attached to the skin, animating it as if it was the complete, living creature.
Dread Familiar: Dread familiars are the evil undead spirits of normal familiars that died in the service of their masters.
‘Dread familiar’ is an acquired template that can be added to any wizard’s or sorcerer’s familiar that died in the service of its master.
Sample Dread Familiar: ?
Hollow Host: A hollow host is a special form of undead that requires an artificial vessel to contain its essence. Through a secret ritual involving mysterious and dark magic, a metallic body is created to hold the soul of an evil humanoid; this must always be a perfect likeness, but its form is much stronger and tougher than the mortal essence ever was in life. Once this construct body is ready, the soul of the original creature is brought to inhabit it, to walk the world again in the guise of a living suit of armour.
‘Hollow Host’ is an acquired template that can be added to any evil, normal (non-monstrous) humanoid.
A hollow host must be crafted from iron or stone; the materials and procedures required cost a total of 5,000 gold pieces. The materials must be crafted in the likeness of an evil humanoid, which must have died already. Creating the body requires a Craft (armoursmithing), Craft (blacksmithing) or Craft (sculpting) check (DC 20). For the construct to animate, the undead spirit of the creature it represents must be summoned to inhabit it. Once the last spell is cast, the evil creature is reincarnated in its new artificial body, thus animating the construct.
CL 16th; Craft Construct, greater magic weapon, limited wish, magic jar, reincarnate, trap the soul; caster must be at least 16th level; Price 10,000 + (3,500 per base creature’s HD) gp; Cost 10,000 + (1,750 per base creature’s HD) gp + (200 + 140 per base creature’s HD) XP.
Sample Hollow Host: ?
Skullwearer: ?
Ululant: An Ululant is a semi-sentient (but thoroughly evil) undead tree, once a treant or some other similar creature, which, upon dying, became a dead stump whose roots slowly reached the lower planes and became firmly grafted on it. As a dead tooth’s root, the hollow tunnel of the rotted tree reaches the depths of the most dreadful lower realms, which channel all the anguish, pain, punishment and sin of their world through the ululating sound coming through the tree’s cavity. Some say ululants are in fact the reincarnated souls of great sinners, given the grisly and imaginative punishment of becoming a living conduct for Hell’s pain.
Whispering Presence: ?
Wispwraith: ?
Wraith Wolf: A wraith wolf is a specific form of undead, created from the spirits of hundreds of slain forest animals.

Ghost: If the death hunter used to have a familiar or animal companion, the animal gains the ghost template and an evil alignment.
A sculpt sound spell turns a whispering presence into a ghost of the creature it was in life.
Skeleton: As a standard action, an ankou can choose any creature it has slain via its death grip or death touch attacks and cause it to rise again as a skeleton.[/sblock]

Monster Geographica Forest:
[sblock]
Autumnal Mourner: 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.
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.
Bracken Corpse: Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.
During its metamorphosis into a bracken corpse, the dark powers of vengeance provided the bracken corpse with every detail surrounding its death.
On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.
Pontianak: Pontianaks are corporeal undead, giving life to the children slain by langsuyars or those born dead.
Any infant humanoid or monstrous humanoid slain by a langsuyar’s devouring maw attack rises as a pontianak 1d4 days after burial.
Ghost of the Hunt: Unless a hunting party takes a druid with it to perform sacred rites on game it has killed, a ghost of the hunt may arise from any Survival checks made to hunt in the wild.
Grisl: ?
Hollow Dead: These tortured souls look like decaying corpses coated in a thick layer of dark ash. Their features are barely discernible, making it impossible to tell what race one belonged when it was alive. The despairing soul forms its body from the ash and dirt.
Langsuyar: Some women speculate langsuyars are the ghosts of women who died in childbirth and seek revenge against that which killed them.
Uragh Dhu: Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.
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.
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.
Ndalawo: Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow.
A leopard reduced to Strength 0 by a shadow leopard becomes a new shadow leopard within 1d6 rounds.
White-Haired Ghost: ?
Thaye Tase: It is rumored that they are the remains of giants or trolls that died a violent death.
Lostling: Lostlings are the pitiful souls of creatures of lost individuals who died in the wilderness from starvation or madness.
Condemned to wander the woods in search of their former homes, these vile creatures develop an intense hatred of the living, and they seek to share their pain by damning their victims to share the same fate that caused their unnatural lives.
Creatures dying from starvation or thirst while in a catatonic state from a lostling's wisdom drain incorporeal touch transform into lostlings within 1d3 days.
Variant Lostling: Lostlings that succumbed to the elements still bear marks of the weather conditions that killed them.
Shenhab Cemetery Sentinel: Chosen as guards the honored dead, the shenhab cemetery sentinels are the first to be buried at a particular graveyard.
Arborgeist: These twisted and corrupted spirits are the souls of treants and sentient trees that met their end at the hands of fire and great evil. Unable to find rest, these trees return as terrible spirits of vengeance known as arborgeists.
?: 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.

Ghast: A humanoid of 4 Hit Dice or more that dies from a grisl's ghoul fever bite rises as a ghast.
Corpses of humanoids that possessed four or more class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghasts.
Ghoul: An afflicted humanoid who dies of a grisl's ghoul fever rises as a normal ghoul at the next midnight.
Corpses of humanoids that possessed two or three class levels within range of a deadwood's foul influence that remain in contact with the ground for 1 full round are animated as ghouls.
Shadow: Any humanoid reduced to Strength 0 by a ndalawo becomes a shadow under control of its killer within 1d4 rounds.
Skeleton: Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.
Zombie: Any animal, giant, humanoid, or monstrous humanoid corpse within range of a deadwood's foul influence that remains in contact with the ground for 1 full round is animated as a skeleton or zombie.[/sblock]

Monster Geographica Hill and Mountain
[sblock]Bone Delver: Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks.
Cu Marbh: The cu marbh (pronounced ‘coo marv’) is an undead creature made from the body of a hound.
Yasha: Yasha are undead vampire bats, whose hunger for blood is increased in unlife.
Cacogen: The cacogen is a deformed human, typically a leper, hunchback, or clubfoot, but sometimes a scarred or branded rogue, who has been brought back to life to serve an evil sorcerer or wizard as a necromantic guardian.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as a punishment or a powerful curse, but some evil individuals undergo it intentionally.
Enfant Terrible: When an infant is murdered, the same forces that sometimes create ghosts may create an enfant terrible.
Ghoul Wolf: ?
Shadow Raven: Shadow ravens are undead birds created to serve as familiars and pets. Most are gifts from evil gods or manufactured by necromancers by some well-guarded ritual.
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures in which to share their icy hell.
Shadow Wolf: ?
Chill Slain: Chill slain are formed when a humanoid perishes from exposure to extreme cold. It is unknown what causes these tortured souls to rise again, as the creatures cannot create spawn. Some sages speculate that a chill slain arises as a form of punishment for offending a deity of winter or the mountains.
Lifethief: Lifethieves are the undead form of some alien being, possibly from a long-dead civilization or another world.
Dreadwraith: ?
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
Rom: The rom are a race of ghostly stone giants. In an ancient mythic battle between the dwarves and the rom, the rom all perished in a massive cave-in.
Stone Slider Ghoul: ?
[/sblock]

Monster Geographica Marsh and Aquatic[sblock]
Bog Slain: Bog slain are the bloated, waterlogged corpses that rise from the site of their demise—the peat bogs of colder climates.
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The spark of evil that brought them back from the ocean depths drives them to seek the living so they may join them in their watery graves.
Mire Walkers: Long-dead corpses have been dug out of the bog with still-supple limbs and unrotted flesh. Unlike more common zombies, mire walkers created from such preserved corpses retain much of their dexterity and skills. Mire walkers even have enough intellect to learn a limited amount of new information.
Sometimes, bodies can be so well preserved that when they are unearthed, the departed spirit is confused, and returns to its mortal shell. Such corpses arise as semi-intelligent, free-willed undead, staggering in search of the remnants of their mortal lives.
Barrow Roach: ?
Gray Lady: Many a seaman that 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.
Skinwraith: Skinwraiths are the remains of torture victims flayed alive on the rack, animated by their own pain and suffering.
Waterlost: Waterlost are the walking dead of the sea.
Well Haunt: Well haunts seek to drown others, or else they hated the settlement enough in life to haunt its water supply in death.
Filth Gator: ?
Floating Dead: Floating dead are undead born of those who die on the open sea in life boats, or who perish floating adrift while clinging to the hope that help will come. These tortured souls grasp at that final hope past the days of their mortal lives, carrying on in death but no longer looking for rescue.
Any humanoid slain by a floating dead’s dehydrating touch ability rises as a
floating dead in 1d4 rounds.
Fog Strider: Fog striders are the unrested souls of the dead, walking the land of the living whenever a heavy fog rolls in. Formed from the mist itself, fog striders are indistinct figures at best, although their countenance of misery and anguish are crystal clear.
Lake Hag: Any female humanoid slain and dumped carelessly into the murky waters of desolate lakes and marshes have a 10% chance to emerge a week later as a lake hag, seething with rage at its murderer.
Mummy of the Deep: Evil creatures buried at sea for their sins in life sometimes rise in death.
Bog-Spawn: The bog-spawn is a grotesque form of undead formed when bodies die in a swamp and sink into the murky depths. Sometimes a bog-spawn is created almost spontaneously from negative energy in the swamp, but just as often a new bog-spawn will rise from the among the uneaten victims of the bog-spawn that killed it.
Fukuranbou: fukuranbou are corporeal undead born of the spirit of vanity: people who spent their lives focused on personal beauty and little else.
Sinew Dragger: ?
Waterbaby: Waterbabies are the corporeal spirits of children who were drowned or ritually slain because of their early signs of psionic ability.
Bog Mummy: When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.
Vine of Decay: ?
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.
Lady-in-Waiting: ?
Sea Scorned: A very rare form of undead, a sea scorned is the wife or lover of a sailor and wanderer slain while traveling the seas. Although they took their lives to end their lonely despair, they become sea scorned, doomed to stand vigil forever, waiting for their sailors to return home.
Skull of the Deep: ?
Lost Sailors: Lost sailors are a rare form of undead created from seafarers who died far from their beloved ocean. These seafarers could not rest in death and crawl out of their graves to reach the sea. They usually only rise when buried within a handful of miles of the ocean, as they still feel robbed of it in death.
Vampiric Ooze: ?

Ghoul: An afflicted creature that dies under a fukuranbou's curse of the rotten gut will arise as a ghoul in 1d4 days.
Zombie: Any humanoid slain by a vampiric ooze’s energy drain becomes a zombie in 1d4 rounds.[/sblock]

Monster Geographica: Plain and Desert
[sblock]
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).
Ghastiff: Ghastiffs may be created by any spell or effect that can
create a ghoul.
An afflicted humanoid or canine who dies of ghoul fever rises as a ghoul or a ghastiff, respectively, at the next midnight.
Glacial Haunt: In the icy wastes of the north lurks the undead spirits of those who froze to death in the snows.
Burning Ghat: The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.
Heart Stalker: A humanoid victim who has its heart removed by a heart stalker begins to decompose rapidly, rising as a heart stalker on the following night under control of the first heart stalker.
N'erfalter: N’erfalters are soldiers who were cut down without completing their missions. Their resilience to a cause is so strong that they simply refuse to succumb to eternal rest and are granted temporary unlife by a war deity.
Sword Tree: Swordtrees are undead plants that grow and propagate by embedding their seeds in living flesh.
On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of recently-slain warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Every vohrahn contains the soul of a dead being who was at peace before its entrapment.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they may be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, trapped in a foreign world after theirs was destroyed and trying to continue their existence.
Gray Moaner: Gray moaners are the pitiful souls of fallen warriors who died of exposure to the elements.
Blightsower: They parch the land and roam, offering promises of prosperity to desperate farmers in an infernal pact. Once the farmers agree to the pact, the land turns fruitful for seven years. After seven years to the day, the farmer’s soul suddenly departs from this world, fulfi lling the terms of the pact. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower.
Cinderwrath: Cinderwraths are rumored to be the collective remnants of those who have been abandoned in the desert, their bodies left to burn in the sweltering heat of the sunbaked sands. This theory is supported by the fact that those it burns itself join with its body, causing it to grow in size and power.
Raging Spirit: Raging spirits are the ghosts of the mighty bhorloth, a three-tusked bison that roams the plains and prized as mounts, pack animals, and manual labor. The innate fury and temperamental will of the bhorloth sometimes cause their spirit to return as ghosts, haunting the plains and those responsible for their demise. Raging spirits have arisen from the fallen mounts of warriors, the leaders of slaughtered herds, and bhorloths driven from their homes.
Tortured: Tortured are the twisted souls of good clerics and paladins who were murdered before they could atone for their misdeeds. Separated from their god for eternity, they hunt good clerics and paladins, seeking those who have what they cannot.
Cadavalier: Cadavaliers are created by necromancers to serve as cavalry in their undead armies.
A spellcaster of 15th level or higher can create a cadavalier using a create undead spell.
Walking Disease: Any humanoid creature slain by a walking disease's massive infection power rises as a walking disease 1d4 days later.

Ghoul: An afflicted humanoid who dies of a ghastiff's ghoul fever rises as a ghoul at the next midnight.
Ghast: An afflicted humanoid of 4 Hit Dice or more who dies of a ghastiff's ghoul fever rises as a ghast at the next midnight.
Wight: After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath and with 7 HD or more have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as wights under the vohrahn’s control after 1d4 rounds.
Zombie: As a standard action, a spirit rook can capture the soul of a dying or recently dead creature within 30 feet. The soul of any creature that has been dead for less than 1 hour is eligible to be captured, but the rook must be able to see the body to use this ability. The rook makes a Will save with a DC equal to its target’s total HD during life. If this check succeeds, the rook captures the soul, and the body immediately rises as an undead servant of the rook.
The undead servant is identical with a zombie of equal size (see the “Zombie” template in the MM), but with a number of bonus hit points equal to the victim’s total HD when it was alive. Due to the spiritual link between the spirit rook and the body of the captured soul, the servant also gains the benefi t of the spirit rook’s damage reduction and spell resistance as long as it remains within 30 feet of the rook.
On a successful swordpod attack, a swordtree’s victim is implanted with a swordseed. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.
After decades or centuries of existence, the animating magics of a vohrahn with the tainted passion of the spirit of undeath have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.

Bind Vohrahn
Necromancy [Evil]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to four humanoid corpses
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: No
The caster calls recently-deceased spirits from the realms of the dead, forcing them into nearby corpses which rise and become vohrahn. The spirits’ desire to rest again is converted into magical energy by the spell, granting the vohrahn additional power.
This spell creates up to four vohrahn, who follow commands as if controlled by animate dead. The vohrahn are self-aware, however, and may be able to subvert their creator’s commands by following the letter, but not the spirit, of an order. A vohrahn who wishes to subvert a command can make a Will save. Success means that it retains enough free will to twist the command’s wording, while failure means it cannot try again for another week.
This spell must be cast within 300 feet of the site of a recent (1d8 weeks past) humanoid death or burial. The spell cannot create more vohrahn than the number of recent deaths. For this reason, bind vohrahn is usually cast in graveyards or at the sites of battles.
Material Component: The spell must be cast on a dead humanoid body, and the caster must sprinkle a powder made of mandrake root, ground black onyx, and silver dust over each body to be animated. The powder is worth 200 gp.
[/sblock]

Monster Geographica Underground[sblock]
Chitinous Battlemounts: Even in death, the dark elves’ insect companions continue to serve their masters on the battlefield. The dark elves use their necromantic magic on the large beetles and spiders to create these walking, undead war machines. Through a process known only to the weavers of power, the undead insect is changed into a mighty machine that can fire blasts of magical force from specially designed turrets dug out of their carapace.
Foul Spawner: ?
Dark Voyeur: Dark voyeurs are incorporeal undead associated with mirrors.
Mirror Bound (Su): 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. The mirror is always a glass of the inhabiting voyeur’s size category or larger with a hardness of 1 and 5 hit points.
If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they will each flee to another mirror of their home mirror’s original size or larger and will reappear at full size and with total hit points in 1d4 days.
Gremmin: Gremmins are haunted remnants of desperate prospectors who craved nothing but instant wealth in life. Paying no regard to practical concern in their mad rush to unearth buried treasure, hungry, thirsty, and lost miners eventually realize the gravity of their predicament—though leaving their spectacular find is out of the question. This sentiment ultimately sparks their transformation into a gremmin after earthly demise.
Skulleton: Believed to have been created by a lich or demilich, the skulleton resembles the latter creature in that it appears as a skull, pile of dust, and collection of bones. Several small gems (false - all are painted glass and worthless) are inset in its eye sockets and mouth. The skulleton is thought to have been created to deter would-be tomb plunderers into thinking they had desecrated the lair of a demilich.
Waking Dead: Waking dead are the unrestful souls of those who were buried alive and awoke trapped in a coffin. Their glowing violet eyes reflect the terror and mania that followed them into undeath. Though their mortal bodies succumb to suffocation, their frantic desperation transformed the corpse into the waking dead. Panic-stricken scratching hones their razor sharp bony claws.
The creature’s height and weight vary based upon the individual. The metamorphosis into their current state erased all of their previous memories; therefore, waking dead possess no language skills.
Inscriber: Every inscriber was once a living scholar who obsessed over a certain field of study. After death, their lust for knowledge overcame the laws of nature, driving them to search the world for further information.
Spitting Ghoul: ?
Black Skeleton: 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. Black skeletons are intelligent and do maintain some memories of their former lives.
Bone Sovereign: Bone sovereigns are amalgamations of skeletons whose animating enchantments coalesced to form a single, self-aware undead entity. 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. A bone sovereign becomes larger and more powerful, with a proportionally increased appetite for necromantic energy as it assimilates other undead. No two bone sovereigns are identical, as each is an accumulation of the bones of many smaller skeletons. Usually they take a bipedal humanoid form, though some resemble demons, dragons, or other beasts, especially if the bones of such creatures have been collected by the monster. As a bone sovereign becomes larger and more powerful, it becomes less recognizable as any one type of creature.
Crypt Thing: Create Crypt Thing spell
Dark Elf Spirit: ?
Fear Guard: Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to act as unusual bodyguards.
Create Spawn (Su): Any living creature reduced to Wisdom 0 by a fear guard and is killed by another creature becomes a fear guard under the control of its killer within 2d6 hours. If a bless spell is cast on the corpse before this time, it prevents the transformation.
Ka Spirit: In many ancient cultures, people were sacrificed during the burial of important individuals. It was believed that their spirits would serve that of the deceased in the other world. The ka spirit is the soul of one this unfortunates. The first of these beings date from the early ages of civilization. Ka spirits appear as incorporeal versions of their former selves. They are rooted to their tomb, and are charged with guarding it against all intruders. Although they have no ability to manipulate the material world, they are able to possess and destroy the bodies of desecrators. Anyone killed by a ka spirit is bound to guard the tomb they despoiled.
Undead Ooze: Sometimes, when an ooze raids the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. The result is a creature filled with hatred of the living and an intelligence and cunningness not normally known among its kind. An undead ooze appears as a large, viscous, black mass, from which the bones of its previous victims’ protrude.
Cinder Wight: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder wight.
Phantasm: Phantasms are malevolent and sinister spirits that delight in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. They are most often found haunting ruined temples or churches dedicated to evil gods, or dungeons constructed by evil creatures; any place where the stench of evil permeates the very air.
Crorit: A crorit is the angry spirit of a willful miner that was betrayed by his comrades. The crorit will haunt a particular tunnel, room, or even a whole mine, killing anyone unfortunate enough to venture into its territory. It forms its body from whatever materials are nearby, and can use picks, saws, and other tools to make slashing claws.
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.
Slavering Mouther: Slavering mouthers are thought to be undead gibbering mouthers, raised, killed, and brought back from the dead by dark powers.
Vampire Spider: Vampire spiders are a unique combination of fiendish and vampiric essences in the form of a giant spider.
Walking Disease: ?
Soulless Ones: Soulless ones are powerful undead spirits driven by lament and hatred of the living.
Soulless ones are the product of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.

Ghoul: The instant a ghoul spitter is killed or destroyed, the pustules on its skin all burst simultaneously, so that all creatures within 5 feet of it are exposed to its ghoul fever.
Poison (Ex): Spit (20 feet, once every 1d3 rounds) or bite, Fortitude DC 15, initial damage 1d4 Con, secondary damage infected with ghoul fever. The save DC is Constitution-based and includes a +2 racial bonus. If a spell or spell-like ability is used to delay, neutralize, or otherwise mitigate the effects of the poison, the caster must first make a caster level check as if trying to overcome spell resistance 19. If this check fails, the spell has no effect.
Ghoul Fever (Su): Disease (Su): Ghoul fever—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Dex and 1d3 Con. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a normal ghoul at the next midnight.
A creature that becomes a ghoul in this way retains none of the abilities possessed in life. It is not necessarily under control of any other ghouls, but it hungers for the flesh of the living and behaves like other ghouls in all respects.
A creature whose Strength score is reduced to 0 by a stone ghoul slider's leech life ability and then dies rises upon the following midnight as a ghoul.
Skeleton: As a standard action, a bone sovereign can create any number of skeletal monsters from its body.
As a full round action, an undead ooze can expel the skeletons in its body.
Zombie: Any creature killed by Constitution damage from the ka spirit’s rotting possession ability rises as a zombie under the ka spirit’s control after 1d4 rounds. It does not possess any of the abilities it had in life.
The corpse of an unfortunate victim trapped in an iron maiden golem is transformed into an undead being similar to a zombie.

Create Crypt Thing Necromancy [Evil]
Level: Clr 7, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. +5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You may create a crypt thing with this spell. The spell must be cast in the area where the crypt thing will make its lair. A crypt thing can be created only from a mostly intact corpse or skeleton. The corpse must have bones (so, no oozes, worms, or the like). If a crypt thing is made from a corpse, the flesh falls from the bones. The statistics for the crypt thing depend on its size, not on what abilities the creature may have possessed while alive. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. Material Component: A black pearl gem worth at least 300 gp. The gem is placed inside the mouth of the corpse. Once the corpse is animated into a crypt thing, the gem is destroyed.[/sblock]

Octavirate Presents Lethal Lexicon 2 [sblock]
Poultrygeist: When a chicken is put to death by the axe there is a chance that its lingering spirit may seek vengeance against its uncooked brethren.
Every time a poultrygeist slays another chicken there is a cumulative 1% chance that the resulting spawn will be another poultrygeist independent of its creator’s control.
Rhythmic Dead: Sometimes, when a performer dies before his talents are recognized, the spirit of the slain performer will rise from the grave to take its revenge upon the world.
Any humanoid with 10 or more ranks in Perform (dance) slain by a rhythmic dead will rise as a rhythmic dead.

Zombie: Any avian creature slain by a poultrygeist’s Wisdom drain rises as a zombie in 1d4 rounds.
Any humanoid slain by a rhythmic dead becomes a zombie in 1d4 rounds.[/sblock]

Predators of the Pit[sblock]
Zombie: Arknors have the ability to consume the souls of those they feast upon. Those consumed by the arknor cannot be resurrected by any means, nor do their souls go on to an afterlife. The corpse of the victim remains in the webbing, and the arknor controls it as a puppet. These strange undead pass through the arknor’s territory, gossamer strands of webbing coaxing it along, as though by an electrical current. The poison of the arknor prevents rigor mortis.
Any corpse within the web can be controlled by the arknor. Such corpses are considered zombies.[/sblock]

Shadows of a Dying World [sblock]

Corphal Ghost: When a Corphal eventually dies through violence or after long years of neglect and isolation, its unholy will to live seldom allows its spirit to rest quietly. [/sblock]

Soul Harvest[sblock]
Pariah: Sometimes magic does strange things to a person. Sometimes, when someone is killed by magic, the energy permeates every fi ber of the victim’s being, bringing the person back from the dead in a mockery of life. If the person does not believe in the gods or an afterlife, there is a chance that the magic will claim the soul, trapping it within the mortal shell and putting it back on its feet. From such is this blasphemy born.
A pariah is an undead template that may be applied immediately to any humanoid race that is killed by magic that does not believe in an afterlife or reincarnation, though not every humanoid that meets these criteria becomes a Pariah. The nature of such a transformation seems to target individuals at complete random.[/sblock]

Spiros Blaak[sblock]
Diswosnia Entrhaller: Tragically, some plain and homely women are victims of violence. Whether denounced as witches, butchered by loveless husbands lusting after young maidens, or abandoned to starvation or exposure because they grow old, the result is the same. In some cases, the horror and cause of their deaths force the victims to return as dizwosinas: deranged undead who seek vengeance for the injustices done to them.
Necrozen: Following the failure of his Witch Lords to help him conquer the burgeoning Wildlands, Sallous Yar set about developing alternative agents of his depravity. One of the reasons for the failure of the Witch Lords, the dread god believed, was that he had allowed himself to put his faith in mortals, a mistake he would not repeat. Instead, he would create the Necrozen, his Death Bringers, to do his bidding.
Instilled with the dark light of undeath, the Necrozen are selected from those mortal warriors who fervently pursued Sallous Yar’s goals in life and sought nothing but the cold waiting beyond the grave as their reward.
“Necrozen” is a template that can be added to any giant, humanoid, or monstrous humanoid with an Intelligence score of 10 or more.[/sblock]

Strange Lands: Lost Tribes of the Scarred Lands [sblock]
Fossil Ghoul: An afflicted humanoid of six Hit Dice or more who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Na'heem: The Na’heem are the result of the misapprehension of spiritual epiphany at the most delicate moment of the enlightenment process - instead of rising to the status of Exemplar, the monk undergoes a dark and hideous metamorphosis.
The Brotherhood of Na’heem embodied the highest levels of ascetic virtue for an eon. Disciplined and devoted to the arts of self-mortification, the brotherhood set off into the wastes to pursue
total mastery of their spiritual system. It was not long before the Ministers of Cruelty, an order of sadisiic devils that “patronizes” the religiously ascetic, disturbed the deep desert meditation of these nomadic monks. Their souls stretched shreds upon the unresolved Paradox Of their Order” to mysteries, the first masters of the Na’heem brotherhood were cursed to walk the sands as undead warnings to the religiously zealous, thinking only of the yawning void coursing through their husks. Since then, other misguided spiritualists, drawn to the promise of unholy wisdom and immortality, have chosen to walk the maddening path of the Na’heem, swelling the brotherhood’s ranks with worthy new believers.
“Na’heem” is an acquired template that can be added to any humanoid monk of at least 11th level.
Sample Naheem: ?
Voracious Fang Swarm: Although the origin of these swarms is unknown, one thing is obvious: they almost certainly have some connection to Gaurak the Glutton. Some sages speculate that these swarms arise in areas where one of the ravenous titan's teeth tainted the land; others believe that they may have been created by Gaurak himself.
Unholy Chorus: ?
Nether Dragon: Some rare chromatic dragons continue to live on, long past the point where even other dragons have perished of old age. Nesting on treasure hoards they’ve no intention of using, their spirits are poisoned by their greed and by their loathing and distrust of every living thing. Such a dragon can become a twisted, corrupted thing indeed, its body bloated beyond all proportion and its soul rotten beyond the foulest evil. Dragons that reach this state of taint usually retire far below the earth; there, the utter lack of light, the dark arcane forces below the Scarred Lands, and the very weight of excess years finally turn the creature into a nether dragon.
Nether dragons are undead creatures, although they don’t need to physically die in the process - their souls are simply snuffed out and they turn into foul husks, empty of life and light.
“Nether dragon” is an acquired template that can be added to any true dragon of evil alignment that has reached great wyrm age.
Sample Nether Dragon: This nether dragon was originally a green dragon who finally killed or drove away all other living creatures from its forest. It then retreated to the core of the dead wood it used to call home and descended more and more deeply into its caves, until it reached the deepest underground lake it could find, where it now lies submerged, wallowing in its own hatred of everything.
Frost Maiden: Occasionally, a dryad’s resplendent oak succumbs to the frigid touch of winter. The tree’s destruction spells doom for the dryad, but death is not always the final result. The dryad may rise again as an undead monster filled with winter’s fury - a frost maiden.
Rekirrac: ?
Winter Wraith: In Fenrilik and other icy regions, young children who die from exposure to the elements sometimes return as winter wraiths, called “thirsty ghosts” by some.

Undead: Once per day with a successful touch attack, Otossal’s avatar can transform any living being into an undeadcreature. The creature touched must make a DC 36 Fortitude save or gain any undead template of Otossal’s choice.
Ghoul: An afflicted humanoid of four or fewer Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Any humanoid killed by the energy drain attack of a voracious fang swarm rises 2d6 hours later as a ghoul.
Ghast: An afflicted humanoid of 4-5 Hit Dice who dies of ghoul fever from a fossil ghoul rises as a fossil ghoul at the next midnight.
Ice Haunt: Victims killed by a rime witch’s spells or her ice haunts rise after 24 hours as ice haunts under her control.
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Template Troves II: Oozes and Aberrations:[sblock]
Bloodseeker: How the first bloodseeker was created is a matter for the sages to debate. Some suggest it was the result of an experiment performed by the legendary vampire sorcerer Necromortis. Others believe it was the result of an ooze accidentally ingesting a vampire as it rested in its coffin.
“Bloodseeker” is an acquired template that can be added to any ooze.
Necromanctic Ooze: The necromantic ooze is a horrible creation that results when an ooze is slain by an energy drain attack.
“Necromantic Ooze” is an acquired template that can be added to any ooze.
[/sblock]

Template Troves III: Diseases, Parasites, & Symbiotes:[sblock]
Plague Zombie: The zombie plague bestows upon its victims a foul semblance of life, as well as an insatiable hunger for the flesh of the living.
In the course of their cannibalistic hunt, plague zombies inevitably spread their disease to the creatures they kill. Victims who do not die outright are eventually overcome by the plague itself, dying in short order only to rise an hour or two later as voracious, undead creatures.
“Plague zombie” is an acquired template that can be added to any corporeal animal, giant, humanoid, or monstrous humanoid possessing a skeletal system.
Any creature that dies as a result of zombie plague rises as a plague zombie 1d6 minutes after its death. Any creature that is infected with zombie plague, but which dies by another means, also rises as a plague zombie 1d6 minutes after its death.
Sample Plague Zombie Klein: ?
Sample Plague Zombie Ormand: ?
Pox Spirit: Ghost pox is a disease of the ethereal plane that lays waste to the spirits of men. Though its incorporeal sickness can infect many types of creatures, many scholars speculate that ghost pox prefers to defile sentient beings with its contagion. While the disease is considered by many to manifest some sort of malign intelligence, there could be nothing further from the truth. Indeed, the sickness is spread by the ghostly victims of the pox itself. Denied of life, and twisted into spiteful revenants, they seek to swell their own ranks by infecting the living.
The affliction begins with nightmares too horrible for the victim to remember. Cold sweats, accompanied by a substantial drop in body temperature, follow. Small points of phosphorescence lend a pocked appearance to the victim’s skin if examined by moonlight. Disembodied sounds accompany the nightmare screams of the dying, and small objects will occasionally float about the sickroom, seemingly of their own accord. Traditional remedies fail to cure the affliction, though religious rites are occasionally effective if the presiding priest is strong in his faith. Eventually, even the strongest of patients succumbs to a coma from which he will never awaken.
When death finally takes him, the victim’s soul has undergone a malevolent transformation. While his body is buried or burned, his spirit remains behind to seek its own solace. Such peace is temporary at best, and is typically at the expense of the living he has left behind. In an attempt to provide himself with companions to populate his bleak afterlife, the pox spirit spreads his own contagion to those he once loved, and the cycle continues once more.
“Pox spirit” is an acquired template that can be added to any animal, giant, humanoid, magical beast, or monstrous humanoid.
Pox spirits seek to create more of their kind by spreading their own ethereal sickness to the living. A pox spirit may take a full attack action to infect an opponent with ghost pox. If the spirit’s ethereal touch attack is successful, its opponent takes 1d6 damage and must make an immediate Fortitude saving throw (DC 14) to resist the infection.
Characters who acquire the pox spirit template are driven mad with loneliness and grief. They seek to end their profound despair by inflicting their ghostly disease upon friends and loved ones.
Sample Pox Spirit: ?
[/sblock]

Testament:[sblock]
Rephaim: Rephaim are the shades of those nephilim who drowned in the Flood. Because of their semi-divine heritage, death transformed them into terrifying spirits.
Accursed Ka-Spirit: When one seeks divine knowledge forbidden to mortal man, such as the secret of life that belongs to Amun-Ra alone, he runs the risk of being transformed into a ka-spirit, a ghost that cannot pass beyond the grave into the next life.
Accursed ka-spirits typically serve as tomb guardians, such as those who protect the books of Thoth, most of whom were mages who failed in attempts to wrest divine secrets from the texts themselves.
“Accursed ka-spirit” is a template that can be added to any humanoid. [/sblock]

The Dread Codex
[sblock]
Akyanzi: Akyanzi are the heads of spellcasters who are slain by a fire-enchanted weapon. After slain (and likely beheaded) by victorious warriors, negative energy wells from the caster’s anger at being defeated by a non-spellcaster and animates the head only.
Perhaps akyanzi come from spellcasters slain by drow weapons, or slain by weapons forged in a specific geographic area.
Barrow Wight: “Barrow wight” is a template that can be added to any sentient creature with an organic body and a culture with death rituals and has recently died either by a barrow wight’s energy drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force (referred to hereafter as the “base creature”). The creature’s possession of a soul is a determination for the GM to make, but in most campaigns it includes any dragon, giant, humanoid, or monstrous humanoid. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.
Any sentient creature with a soul and death rituals slain by a barrow wight’s energy drain rises as a barrow wight the next night, as per this template.
Annis Hag Barrow Wight Manx: ?
Blighted One: Born of pestilence, the blighted one is the incorporeal manifestation of creatures that have died from a disease. For only a shadow of the deceased’s essence remains on the Material Plane. When enough creatures die in a general area from the same disease, their shadowy soul remnants band together to form a blighted one (usually 20 creatures to a blighted one).
Bloodwraith: The bloodwraith rises from a site of much bloodshed to hunt the creatures that bled, yet did not die, there. Battlefields are, naturally, the most common areas of bloodwraith origin. But if the slain creatures are strong enough (i.e. high-level), then not much blood is required to birth a bloodwraith. The creature’s mind may have come from different entities, but the bloodwraith is nonetheless an individual.
Bog Slain: The bog slain is essentially a better version of a zombie. Created by a water mage of little repute (her name is not even remembered today), the only corpses the woman had to work with were ones found in the bog nearby her home.
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).
Furthermore, perhaps the initial animating process does not occur until a priest of the rebirth deity casts a spell over the ill-buried corpse. Such ability could be a special one granted by the evil god whenever a follower casts animate dead or similar magics.
A creature slain by a cadaver lord rises in 1d4 minutes as a cadaver.
Canine Skulker: The first skulkers were actual hunting dogs buried with their master. When a lich was slain atop their burial ground, the creature’s necromantic energies seeped into the ground and animated the dogs as skulkers.
An afflicted canine that dies of a canine skulker's ghoul fever rises as a canine skulker at the next midnight.
Carcaetan: A carcaetan is created by magic designed to remove a creature from the cycle of life. The ritual is sometimes used as punishment or a powerful curse, but some evil individuals undergo it intentionally.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
Dark Voyeur: A dark voyeur is the spirit of someone who died in its reflection. The slain individual must have had some familiarity with the mirror; which can be as simple as it being in his home or possession for more than five years. The spirit of the slain is unwilling to leave this life and retreats to the mirror in order to watch life as it happens after his death.
If its mirror is shattered, the voyeur instantly returns to the broken glass, its body transforming 1d6 shards into exact copies of itself, but of Diminutive size and with only 1 hit point. These copies must all be destroyed to kill the dark voyeur, otherwise they each flee to anther mirror of their home mirror’s original size or larger and reappear at full size and with normal hit points in 1d4 days.
Deadwood Tree: It is thought by some elven sages that the deadwood trees were created when the dark elves broke away from the surface world and descended into the underearth, leaving behind a taint on the land which infected random treants throughout the lands. Most scholars scoff at this grandiose theory, but none have been able to disprove it so the myth remains.
Death Crab Swarm: When ghouls and other lesser intelligent undead types are destroyed, what is left of their spirits is automatically stored between the material and negative energy planes. When 300 or so of these twice-slain souls are amassed, they reenter the material plane near a coastal area as death crabs. The swarm represents the final effort by the spirits to hold onto life itself as their energy drain power indicates.
Death Roach: As soon as one death roach is slain, two more seem to take its place. In living roaches, this is due to rapid birthing from multiple egg batches. But for the death roaches, the reason is a bit more mysterious. When a death roach is killed, its necromantic energy is released and wanders the world like a stale breeze. After one month per hit die of the slain death roach has passed, the energy somehow finds a living roach and inhabits it. When that roach then dies, it immediately animates as a death roach.
There are some primitive tribes of humans who believe that death roaches are not a world-wide infestation. Rather, death roaches are confined to a certain country and are all part of the same soul. An ancient legend says that Gritztaa, deity of vermin, was attacked and nearly slain by a rival god. So weakened was the deity, that Gritztaa wove his essence into several thousand roaches in order to survive and eventually to regain strength to reassemble as a single entity in the future. Sages prompted for evidence of this theory point to the death roach’s collective mind ability.
Death Squid: Some sages believe they are the souls of sailors who drowned beneath the waves. Others are convinced that there are necromantically-charged stones from a long-submerged undead kingdom which turn large aquatic lifeforms into death squids on contact.
In fact, sahuagin are actually the creators of the death squid, despite the more prominent origin theories bandied about (mentioned above). The ritual used to create them was unique to the evil sea humanoids, but has since been sold to land cultures in exchange for other magics.
Dread Sphere: In an ancient magical struggle, the dread spheres were created to perpetuate undead forces for all time.
Dreadwraith: The spirits of soldiers who flee from their post in fear return after death as dreadwraiths.
Fear Guard: Fear guards embody evil in its blackest incarnation. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.
As for where fear guards truly come from, it could be as simple as guards who take a blood oath to a necromancer to serve them in exchange for eternal life. But in this case, it may not be the existence the guards planned.
Filth Croc: Sages speculate that these creatures are the result of necromantic experimentation by an ancient sahuagin lich named Klek-tiim. The extensive marshes were the only buffer zone between Klek-tiim’s burgeoning kingdom and the mainland civilization. The lich wanted to stock the marshy borderland with creatures that would deter those who wished to destroy it. As one of the most numerable types of creatures in the marsh, the crocs became the target of undead transformation.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Chill Phantom: Chill Phantom originate from an icy region on the Elemental Plane of Water.
Flame Servant: Born from dark necromancy, flame servants are tools of violence and hatred. Every flame servant is created by a spellcaster to complete a particular task.
The creation of a flame servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet mud, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the flame servant.
A flame servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), burning hands, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.
Arguably more expensive and costly than a standard golem, the flame servant is the necromancer’s answer to constructs. Unfortunately, it is a very poor answer. Used only by those infatuated with death and/or fire, the flame servant requires a high level caster, can only perform a single task, and is not universally effective in any terrain like standard golems. While a flame servant is cheaper in terms of raw materials, the price increases dramatically due to the necessary spells.
Chill Servant: Born from dark necromancy, chill servants are tools of violence and hatred. Every chill servant is created by a spellcaster to complete a particular task.
The creation of a chill servant is a long and taxing process and must begin no later than seven nights after the host body’s death. The body is prepared by replacing its innards with leaves and wet snow, stuffing its throat with dried insect larvae, pouring fresh blood into its mouth, painting it with runes, and soaking it in oils. These special materials cost 500 gp. Preparing the body requires a DC 13 Craft (leatherworking) or Heal check, and can be done by the spellcaster or another party. After the body is readied, it must be animated through an extended magical ritual that requires a specially prepared laboratory similar to an embalmer’s workshop and costing 200 gp to establish. If personally preparing the body, the creator can perform the preparations and ritual together.
The cost to create listed below includes the cost of all the materials and spell components that are consumed or become a permanent part of the chill servant.
A chill servant with more than 8 Hit Dice can be created, but each additional Hit Die adds 4,000 gp to the base price and another 50 gp to the market price. The price increases by 20,000 gp if the creature’s size increases to Large, or 50,000 gp if the creature’s size increases to Huge. The cost to create is modified accordingly.
CL 14th; Craft Construct, Spell Focus (necromancy), torpor, create undead, fire shield, caster must be at least 14th level; Price 60,900 gp; Cost to Create 30,900 gp + 2,400 XP.
Flying Abomination: These monsters are created by the spell of the same name.
A spellcaster creates these skeletal body parts to have as “handy” servants and to act as guardians of low priority treasures or places.
Fog Spirit: Whether fire slew the creature in life or was just its terrible phobia, the emotion was intense enough at the time of unnatural death to reform its essence as a fog spirit.
Frozen Horror: The frozen northern landscape is a sea of ice and snow amidst tranquil snow-packed mountains. But amidst this beauty is a veritable graveyard of creatures that die in that dangerous beauty. Harsh elements and starvation take the lives of so many creatures that are not native to the north. Those that lay dead for over a year, however, gather the power to return. If a living creature being walks over the grave spot of a creature that died in the elements, there is a 10% chance per Hit Die of the living creature that the corpse animates as a frozen horror.
Ghostly Slasher: Every region in a campaign world has its handful of crazed killers and other evil creatures whose only joy in life is to inflict fear and death on others. When these creatures are eventually hunted down and slain (commonly by brave adventurers), not all of their souls descend into the realm of the damned. The forces in charge of the hells decide to wad many of these murdering, irredeemable spirits together and then send them back onto the Material Plane as one creature—a ghostly slasher—to continue their evil work.
As many as a dozen former murderers inhabit a ghostly slasher.
Ghoul Template: “Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died (referred to hereafter as the “base creature”). In most campaigns, this will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to undead raising as a ghoul.
An afflicted humanoid who dies of a ghoul creature's ghoul fever rises as a ghoul at the next midnight.
Ogre Ghoul: This ogre succumbed to a ravenous pack of ghouls many years ago.
Ghast Prestige Class: Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.
Ichor Ghoul: Created to spread disease and general revulsion, the ichor ghoul can be found in any environment where living creatures dwell. Ichor ghouls are found infrequently on their own. They are most often acting on the directives of their creator, a being of some power known as the Dripping Darkness.
Primal Ghoul: Sometimes when a spellcaster wants to build a better monster, the result is not always what he expected. The primal ghoul was developed originally as a more powerful version of a ghoul.
Grave Risen: They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.
Gray Death: Born from a creature that was burned alive, the gray death seeks to destroy all living creatures in revenge for its current state. When this creature dies, its spirit gathers up the elemental force which slew it. The soul then drifts slowly and invisibly for 1d4 days before reforming up to a mile from the place of its death. The gray death’s “birth” is a spectacular display of fiery explosions contained within a 10-foot area.
When a gray death is born in its fiery explosion, it is actually triggered by a tiny pinprick which links the Elemental Plane of Fire to the Material Plane. When the soul which powers this undead dies in a fire, it then searches for a more permanent source of fire to power itself. The soul spark drifts for a time because it unconsciously is looking for a “weak” area where the Fire Plane can be accessed. When it finds such an area, the resulting birth explosion inflicts 4d6 points of fire damage to any creatures within the 10-foot by 10-foot area.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture, hoar spirits haunt the icy wastelands of the world seeking warm-blooded living creatures to share their icy hell.
The fact that no hoar spirits are encountered on their own can point to a more unusual cause than is stated above. Instead of attributing it to like minds, perhaps hoar spirits are the result of a magical device hidden in the icy wastes of the spirits’ home. While calling to these undead to unearth itself, the gem might also have a “hive mind” effect on the spirits.
The unifying factor might not be a magic item, but could be the lost fragments of a forgotten ice deity. The godling was thought destroyed in a long-ago struggle and the pieces of its body were flung to the ends of the campaign world. However, the pieces which landed in the godling’s native environment (arctic cold) are still powerful enough to animate and call upon the hoar spirits to find them.
Inscriber: 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.
It is said that, centuries ago, a trickster god convinced a young man to devote his life to researching the other gods. The minor deity wished to learn his greaters’ weaknesses and knew that only a lowly mortal might succeed at the task (the trickster was forbidden to even speak of such knowledge). That young man became so involved with the cosmic directive that he died and became the first inscriber.
Jikini: Fashioned from common vipers, jikini were created for a good purpose—to dispose of dead bodies after a plague swept through the region. Unfortunately, their undead nature turned these snakes to evil, mutating their poisonous bite into a disease and increasing their mental attributes to dangerous levels.
Perhaps the jikini are the result of one tribe of humanoids being cursed into this form.
Lector: It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. When such an event occurs, the skeleton is endowed with a powerful intelligence and a desire to seek out and find other such items and absorb them into itself.
Murder Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
Ndalawo: Also known as a shadow leopard, the ndalawo is a leopard that has been transformed into an undead shadow of its former self. Though they prefer to prey on other leopards, perpetuating their foul species, they occasionally attack humanoids as well.
A leopard reduced to 0 Strength by a ndalawo becomes a new shadow leopard within 1d6 rounds.
Necroling: The necroling is the heritage of all necromancers. Each student of the black arts is required to create a necroling of his own before more potent spells and powers are available to him. The necroling, commonly forgotten by the caster, is then used to guard his laboratory or other precious possessions. Designed so the necromancer can experience the feelings associated with death and rebirth as undead, the necroling is created with the spark of a soul who died unnaturally. The necromancer essentially puts a sliver of the angry soul inside its own tiny sarcophagus (in this case an ink bottle) after imbibing the emotions it experienced at death by way of dreams.
Let’s look a little closer at necroling construction. A spellcaster requires the following: Craft Wondrous Item feat, a corpse of someone who died unnaturally no longer than a day ago, a vial filled with black ink, consecutive casting of sleep, gaseous form, dimension door, and detect thoughts on the ink vial, and finally the drawing of the necromantic glyph of undeath on the corpse’s forehead (requires a DC 12 Knowledge (arcana) check).
Once the spells have been cast and the glyph drawn, the necromancer must sleep next to the body for 8 hours with the enspelled ink vial on the other side. During the slumber, the necromancer imbibes the thoughts and feelings the corpse’s soul endured at the point of death. The spellcaster learns in vivid mind-wrenching detail what it means to cross the barrier from life into death. At the same time, the ink vial absorbs the last wisp of spirit before it leaves the corpse. This wisp becomes the necroling’s mind while the ink is used when the creature manifests a physical body.
Necromancer and necroling are not bonded, as such, when he awakens but there is a definite connection between the two. The necroling intuitively recognizes the necromancer as having touched a piece of its former mind and desires to remain close to that presence. The necromancer gains a permanent black stain right below the back of his neck. What this stain does is mark him as a true necromancer. He has experienced what it is to die and understands the very nature of undeath in the creature he has created. The mark also identifies him to other “true” necromancers, perhaps thereby gaining access to secretive cults or information. Undertaking necroling creation is a wholly evil act since the character is ripping part of a person’s soul from its rightful rest and forcing it into eternal servitude.
Necrotic Entrailer: The ritual that creates an entrailer not only causes its insides to reorganize into the monster’s tethers, but actually fuses the entrails from other creatures into its matrix. These entrails occupy the entire interior of the entrailer except the brain. As a result, a necrotic entrailer has many densely packed miles of tethers available to it.
Orc Death Lord: Powerful orc commanders, if they worship the right god, are returned to the world soon after their usually bloody demise as death lord orcs.
Orphan of the Night: Many children are pranksters that, as they mature, repress those childish impulses to the point that they vanish from the adult mind. Those repressed thoughts do actually disappear and reform on the Plane of Shadow as orphans of the night.
Orphan of the Light: Unfortunately, for every person who leaves their childish ways behind, there two more who do not. Some of these individuals actually move in the opposite direction, leaving behind caring and innocence. These cast off emotions could theoretically coalesce into “orphans of the light”.
Phantasm: Phantasms are malevolent and sinister spirits that delight
in the destruction of good-aligned creatures. While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.
Quick-Shard Cavalier: The origins of the quickshards lie in ambitious, militant necromancer-kings. Not merely content to craft spells which slay others and animate them, these necromancers of some forgotten continent cooperated to create the quick-shard ritual. The ability to create many quick-shards at one time is a well-guarded secret today. To create even one, however, requires magic en par with create greater undead.
The bones of slain creatures are gathered together (enough to make a Large creature) and, as long as a humanoid head is amongst the ivory pile, a quick-shard cavalier can be fashioned. The other bone shards fuse together to create the core skeleton while other bits are left to form the creature’s spurs.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of a god of undeath, sent to the Material Plane to “entertain” those the deity has taken a liking to. The actual truth to their origin remains a mystery.
Rom: The rom are a race of ghostly stone giants. As living giants, they once ruled over the population of a great mountain chain. However, these giants’ brutality eventually met with revolution spearheaded by a tribe of dwarves known as the Skull Splitters. During their retreat, the giants’ shaman took matter into his own hands and laid a curse on the region—every giant who died in the war would one day rise again as undead to take back what was once theirs. Unfortunately for the ancestors of that war’s victors, for it is now a century later, the curse appears to be coming true. Several dozen rom (named for the shaman who laid the curse) have been spotted around the northern mountains and all attempts to parlay with them have met with the diplomats’ own deaths.
Well, perhaps the Rom were cursed to exist in this form before their natural deaths.
Persistent Soldier: Whether or not their respective units were victorious, persistent
soldiers are those inevitable casualties of any war who perished on the battlefield. It is because of these monsters that visitors to a known battlefield site often speak in hushed reverent tones. For it is said that those who mock the fallen military risk their eternal ire. Although they can be centuries perished, some wisp of the persistent soldier’s soul still remains tied to his corporeal body. Accusations against the soldiers, be they in jest or truly malicious, have a chance of rousing that soul to action once again. The fractured personality and memories call their old body which crawls from the earth in the same condition it was in just moments after it died.
Sacred Guardian: The sacred guardian is a ghostly tiger of great size which keeps eternal watch over very special graveyards and other burial sites. Whether the guardian is summoned or created for its task is not known; the only certainty being that it is the stuff of powerful magic. The one commonality that sages have discovered amongst the sites protected is that they all have something to do with famous (or infamous) adventurers.
Perhaps the sacred guardian doesn’t guard the dead at all. Perhaps really great adventurers are asked to serve on another plane of existence before their deaths. If they agree to serve the beings that contact them, these unknown creatures help to fake the adventurer’s death, provide an elaborate burial site, and then bring the adventurers out of this world. To ensure that no one discovers the portal to that other plane which is left in the graveyard or site, the sacred guardian is summoned to duty there.
Black Skeleton: Black skeletons are the remnants of living creatures slain in an area where the ground is soaked with evil. The bodies of fallen humanoids 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.
Black skeletons are patterned after the evil dark elves because of that race’s distinctive two-handed fighting style (not to mention the black bones).
Shock troops of a deity of fear and/or darkness.
After a fighter wielding two blades fell in battle, an enterprising necromancer attempted to add the fighter to his undead force. But the necromancy became somehow contaminated and the fallen fighter rose as a free-willed skeleton, its bones blackened by the evil which birthed it. The two-handed fighting style was retained and passed to all victims of this original black skeleton. Those humanoids slain by a black skeleton become black skeletons themselves within 1d4 days unless their corpses are burned.
In numerous prophecies, the End Times are heralded by the appearance of “coal black bones wielding the twin blades of pestilence and fear.” When a planar portal opens not far from a major city and pours forth dozens of black skeletons at irregular intervals, could prophecy be coming true? More likely it is just a plot by a necromancer using the prophecies and black skeletons to his advantage.
Soulless One: Soulless ones are powerful undead spirits driven by lament and hatred of the living.
Soulless ones are the products of unbearable lament, the spirits of stillborn children who were taken by darkness. These spirits are raised by evil entities, learning to hate the living and grant strength to undead.
The origins of the soulless one lie with a young woman who once carried the child of a purportedly-celibate priest. Angry that his sin might be exposed to his superiors, the priest attacked and nearly killed the young woman. Days later, she gave premature birth to a stillborn child, who was taken by the “Dark Ones” to become the very first soulless one.
Spellgorged Zombie: Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.
Sample Spellgorged Zombie: This spellgorged zombie was slain by a more powerful rival for some blackmail the former caster threatened to employ. In retribution, the wizard decided to use the slain caster as a spellgorged guardian.
Spirit of Hate: Creatures that are slain just before a pleasingly anticipated event return to this plane within 1d4 days as a spirit of hate.
In elven mythology, spirits of hate (or “pec’zaah” in the Elven tongue) originated in the time just after the split between surface and dark elves. After centuries of discontent, those elves who would become the black-skinned menaces of today finally broke tradition with their surface cousins in an organized protest (the specifics are not known to non-elves). When it seemed these elves were lost to the darkness, a few dozen of their number returned to the forest as part of a ruse. When their surface brothers emerged from their protected community to welcome them home, the dark elves turned on them in a bloody massacre. The deaths of so many elves filled with glad tidings of their fellows’ return supposedly gave birth to the first sprits of hate. There may indeed be some truth to this legend because drow elves are documented as attacking these spirits on sight.
The spirit of hate can spontaneously emerge from a person who was wrongly slain in sight of her would-be rescuers. The energy of an anticipated rescue becomes the force for undying revenge as the spirit of hate then shadows the failed rescuers until their deaths.
Tavern Prowler: All adventurers see the barflies that inhabit every location of drunkenness and revelry in each community. Some of these wretched drunkards were former adventurers themselves. But too many waste their lives away on the barstool, waiting for some kind of emotional pain to dissipate or for good paying work to materialize out of thin air. It is no surprise that these men (and some women) die either inside or on their way to/from the tavern. These are the souls that become tavern prowlers.
A spirit returns to the same tavern it frequented one month to the day after its death.
For whatever reason, the same powers which gave the prowler life also gave it a purpose—protect its former home.
Terkow: “Terkow” is a template that can be added to any humanoid creature.
Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a terkow if it had 5 or more HD.
Sample Terkow: This terkow sorcerer was just beginning a promising career in the arcane academy before an expedition to the southern jungles turned his life into unlife. A terkow slaughtered the spellcaster’s companions before feeding on him last.
Thanatos: Spawned by evil, the thanatos is a great undead fish which exists only to spread that evil. As often as great wars tear apart the land, there are just as many that wage across the ocean depths. Thanatos are one of the earliest attempted at an aquatic doomsday weapon. Created by ancient magic held by sahuagin clerics, the gargantuan versions of these undead fish were sent against all good-aligned aquatic creatures, slaying hundred if not thousands of souls before the assault was countered. And while the sahuagin were obviously unsuccessful in their bid for total domination, dozens of gargantuan thanatos remain today as a chilling reminder of that time; warning all aquatic races that not all stories of the past are fiction.
The sahuagin have no direct method of creating more thanatos in modern times, but secret rituals known only to the high clerics enable those who can find a thanatos to command it. Other rituals allow the mutation of whales into large thanatos, but not gargantuan ones.
Tortured: Tortured undead are those poor creatures who are unfairly tortured to death. The desperate fevered emotions running through the creature at the time of death are enough to push it to the attention of the dread gods responsible for raising undead creatures. But those emotions are just barely enough to grant it an undead status, for the tortured has no intelligence and is only barely aware of itself.
Undead Lord: For every type of undead, there exists an undead lord, a being of great power that commands the lesser of its kind.
“Undead Lord” is an inherited template that can be applied to any undead creature.
It could be chalked up to a favorable brush with an undead deity, the accidental discovery of a magical pool, or a complex ritual which sacrifices many creatures to enhance a chosen one.
Cadaver Lord: ?
Vohrahn: Created by spellcasters by binding dead spirits to the bodies of fallen warriors, vohrahn are lost souls trapped within corpses, whose distress over their predicament only furthers their masters’ goals.
Webbed Sentinel: Webbed sentinels were created by dark elves soon after their retreat into the subterranean world. To deter pursuit by surface elves (and attack by other underearth races), drow necromancers fashioned these creatures made from the most common element they encountered—spiders and their webs. Webbed sentinels patrolled the areas surrounding drow camps and, eventually, fledgling drow cities. After the dark elves managed to establish a firm hold in the underearth, the webbed sentinels were released from servitude to roam the subterranean world, inflicting fear and death on all they met. Dwarves and underearth gnomes each share similar tales about the sentinels and teach them to their children as dreaded nursery rhymes.
Wraithlight: Theologians, historians, and hunters of the undead are unsure of wraithlights’ true origins. Their actions suggest that they be earthbound spirits who refuse to pass into the afterlife, but some spellcasters claim that they are the ghosts of a strange and ancient race from another plane, tapped in a foreign world after theirs was destroyed and trying to continue their existence.
These undead creatures are the losers in a battle between two ancient races. The gods punished both races for their insolence at destroying much of the lands during their war. The victors were changed into will-o’-wisps. The losing race, who had been subjected to massive necromantic energies from the victors, was changed into today’s wraithlights.
True Zombi: A true zombi can only be created by a Zombi cultist or through the use of magical zombi powder.
“True Zombi” is a template that can be added to any humanoid creature.
Any creature reduced to a 0 Constitution score by the terkow’s blood draining attack and then skinned by the creature returns as a true zombie if it had 4 or fewer HD, and a terkow if it had 5 or more HD.
Some sages believe that deep within the world’s largest jungle there exists an ancient magical well of zombi-making. Living creatures partaking of its waters are stricken with the “curse of the true zombi” and become a free-willed undead of this type within 24 hours.
Sample True Zombi: An arrogant leader of his own group of bandits, the half-orc led his soldiers into an ambush set by the sinister cult of Zombi. It remembers a brief clash of metal and then a magical powder being blown at it.

Ghoul: An afflicted humanoid that dies of a canine Skulker's ghoul fever rises as a ghoul at the next midnight.
An afflicted humanoid who dies of an ichor ghoul's ghoul fever rises as a normal ghoul at the next midnight.
An afflicted humanoid who dies of a primal ghoul's ghoul fever rises as a normal ghoul at the next midnight.
Any corpse of a humanoid with 2 or 3 class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is turned into a ghoul.
Change Zombie spell.
Ghast: An afflicted humanoid 4 Hit Dice or more who dies of a ghoul creature's ghoul fever rises as a ghast at the next midnight.
Any corpse of a humanoid with 4 or more class levels within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a ghast.
Shadow: Any humanoid reduced to a Strength score of 0 by a ndalawo shadow leopard becomes a shadow under control of its killer within 1d4 rounds.
Skeleton: If a victim dies while engulfed by a bone slime, it becomes a skeleton.
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.
My Life for Yours spell.
Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Over the course of a few years, every plant and animal that dies within a mile of the rupture to the negative energy plane left after a bone slime is destroyed would rise as some kind of minor undead.
Any corpse (be it fleshy or skeletal) within a death sphere's aura of undeath or that the sphere casts its shadow upon as it flies overhead may rise up as some type of undead.
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.
Wight: After decades or centuries of existence, the animating magics of a vohrahn with 7 HD or more and the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.
Zombie: Living creatures killed by a deadwood tree rise in 16 rounds as zombies.
Living creatures killed by a thanatos' energy drain rise in 1d4 rounds as zombies.
Any animal, giant, humanoid, or monstrous humanoid corpse within range of a tree of woe's foul influence that remains in contact with the ground for 1 full round is animated into a skeleton or zombie.
After decades or centuries of existence, the animating magics of a vohrahn with the spirit of undeath power have worn a hole between the realms of life and death. The vohrahn’s passion is gone, but its power causes creatures slain by its claw attacks to rise as zombies under the vohrahn’s control after 1d4 rounds.
My Life for Yours spell.

Flying Abominations
Necromancy [Evil]
Level: Clr 5, Evil 5, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 action
Range: 10 ft.
Target: One or more body parts within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With this grotesque spell, you animate one or more body parts, imbuing them with the ability to fly and to follow simple verbal commands. The body parts must be relatively fresh (no more than a week old) and cannot be larger than Medium. Any creature that can be affected by animate dead can have a body part subjected to this spell.
You can animate one HD worth of flying abomination per caster level. These HD can be divided among different body parts as required. A 14th-level wizard could, for example, animate seven 2 HD body parts, or one 10 HD body part and four 1 HD body parts, etc. All body parts to be animated must be within 10 feet of you during casting.
The characteristics of a flying abomination are determined by the creature’s original size. See the Flying Abominations monster entry above for each creature’s characteristics based on size. The body part does retain the special attacks of the original creature, but only those that could be delivered with only the part in question. Thus, an animated red dragon’s head could bite but could not breathe fire. A dragon’s breath weapon is not a power of its head. An animated giant scorpion stinger, however, would retain the ability to inject poison. Supernatural and spell-like abilities may never be retained.
Flying abominations obey simple verbal commands in the same manner as a zombie or skeleton and the body parts remain animated until destroyed. They can be turned or rebuked normally.
Arcane Material Component: The body parts to be animated and a vial of unholy water which is sprinkled over the fragments during casting.

Change Zombie
Necromancy [Evil]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target: One zombie touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You touch a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its save, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.
Material Component: A bone from a ghoul and a black onyx gem worth at least 100 gp.

My Life For Yours
Necromancy [Evil]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You draw forth a part of your own life force and (if you are not an undead) corrupt it into negative energy, which you can use to animate one corpse as a skeleton or zombie. Because the process of infusing the corpse with the negative energy is inefficient, you must draw forth twice as much of your life energy as what the undead would actually use. Therefore, you lose twice the number of hit points the undead creature would have when finished (so creating a normal Medium skeleton with 6 hit points costs you 12 hit points). Any skeleton or zombie created with this spell is treated as if it had been created with animate dead for the purpose of how many undead you can control. These hit points can be recovered normally (rest, magical healing, etc.)
If you cannot lose these hit points for any reason (such as if you are protected by a spell that prevents you from taking damage or converts normal damage to subdual or any other kind of damage) the spell fails. If you have no life force, whether positive or negative (for example, if you are a construct) the spell fails.
Material Component: A black onyx gem worth at least 50 gp with iron and silver wires wrapped around it, which must be placed in the mouth or eye socket of the corpse.[/sblock]

The Echoes of Heaven Bestiary [sblock]
Elemental Wraith: Elemental Wraiths were all Mortals who subjected themselves to a conversion process while still alive. There are seven levels of Elemental Wraith and each requires a new ordeal of one-hundred-and-one days.
Earth Wraith: Agents of the Nopheratus create an Earth Wraith by taking an Ice Wraith and subjecting it to the Ordeal of Earth. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental Earth. This is absolute agony, grinding their bones into pieces. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Earth Wraith.
Fire Wraith: Agents of the Nopheratus create a Fire Wraith by taking a Water Wraith and subjecting it to the Ordeal of Fire. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of scorching fires. This is absolute agony. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Fire Wraith.
Ice Wraith: Agents of the Nopheratus create an Ice Wraith by taking a Light Wraith and subjecting it to the Ordeal of Ice. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant grinding of elemental ice. This is absolute agony, abrading away their remaining soft tissue. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as an Ice Wraith.
Light Wraith: Agents of the Nopheratus create a Light Wraith by taking a Fire Wraith and subjecting it to the Ordeal of Light. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of lightning. This is absolute agony, burning their remaining deep tissue with constant and penetrating current. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Light Wraith.
Void Wraith: No one knows how they create the most powerful of all the Elemental Wraiths. Most people think that an Earth Wraith passes beyond the Mortal Realm, into the plane where the Nopheratus resides. There, the Earth Wraith experiences the raw force of death. It strips away the last vestiges of flesh, of emotion, of all humanity. What’s left is a creature almost as alien as the Nopheratus itself. It is the Void Wraith.
Water Wraith: A Water Wraith is created by taking a Wind Wraith and subjecting it to the Ordeal of Water. The Wraith in question is placed in a special necromantic vault for one-hundred-and-one days, where it is tormented by a constant buffing of violent waters. The Wind Wraith still has the habits of Mortality, so although it doesn’t need to breathe, it can still feel like it’s drowning. At any time, the subject can beg for death and receive it, but if it endures the entire one-hundred-and-one days, it emerges as a Water Wraith.
Wind Wraith: A Wind Wraith is created by the Ordeal of Air. A Mortal is placed in a special necromantic vault for one-hundred-and-one days, where they are killed by a constant buffing of high-velocity winds. The vault eliminates the need for food or water and many subjects survive for weeks or even months. Even after death, the agony continues. At any time, the subject can beg for death and receive it, but if they endure the entire one-hundred-and-one days, they emerge as the Undead Wind Wraith.[/sblock]

Tome of Horrors Revised
[sblock]Apparitions: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
Any humanoid slain by an apparition becomes an apparition in 1d4 hours.
Barrow Wight: A humanoid slain by a barrow wight becomes a barrow wight in 1d4 rounds.
Bhuta: When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. This spirit possesses its original body and seeks out those responsible for its murder.
Bloody Bones: Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.
Bog Mummy: When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.
Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days.
Coffer Corpse: The coffer corpse is an undead creature formed as the result of an incomplete death ritual.
Crypt Thing: Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.
Create Crypt Thing Spell
Darnoc: The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.
Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.
Demiurge: The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.
Orcus: Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.
Draug: The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Ghoul-Stirge: The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.
Groaning Spirit: The groaning spirit is the malevolent spirit of a female elf
Haunt: The haunt is the spirit of a person who died before completing some vital task.
Huecuva: Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.
Mummy of the Deep: It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.
Undead Ooze: When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.
As a full-round action, an undead ooze can expel 1d6 skeletons from its mass.
Vampiric Ooze: The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.
Poltergeist: Poltergeists are undead spirits that haunt the area where they died. A poltergeist has no material form and cannot manifest on the Material Plane. Most poltergeists are evil, as they are “trapped” in the area where they were killed and can never leave this area unless they are destroyed. This “prison” drives them mad and they come to hate all living creatures.
Shadow Rat Common: ?
Shadow Rat Dire: ?
Lesser Shadow: According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.
Skulleton: Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless).
The skulleton is thought to have been created to detour would-be tomb plunders in to thinking they had desecrated the lair of a demilich.
To create a skulleton, the creator must be at least 9th level. The following ingredients are required.
— The skull of a humanoid or monstrous humanoid.
— A few bones from a humanoid or monstrous humanoid.
— A small quantity (at least 1 pint) of earth (dirt).
Powder the bones (but not the skull) and mix with the earth or dirt in an iron bowl. Pour the powdered mixture over the skull. Cast the following spells in this order: contagion, fly, stinking cloud, and animate dead. Within 1 hour, the skulleton animates and comes to “life.”
Ghoul Wolf: ?
Dire Ghoul Wolf: ?
Shadow Wolf: ?
Brine Zombie: Brine zombies are the remnants of a ship’s crew that has perished at sea.
The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies
When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Bleeding Horror: Created by the axe of blood, these foul creatures drip with the blood they were so willing to sacrifice to the hungry blade.
“Bleeding horror” is an acquired template that can be added to any humanoid, monstrous humanoid, giant, magical beast, or outsider (hereafter referred to as the “base creature”) that dies as a result of feeding the axe of blood.
Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes
Bleeding Horror Minotaur: ?
Skeleton Warrior: The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.
“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.
Skeleton Warrior Sample: ?
Spectral Troll: “Spectral troll” is an inherited template that can be added to any troll.
Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.
Spectral Troll Sample: ?
Juju Zombie: Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.
“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.
Juju Zombie Sample: ?

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Lacedons: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Skeletons: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Spectre: Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless on the corpse before such time.
Zombie: When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.
Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.[/sblock]

Tome of Horrors II [sblock]
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).
A creature slain by a cadaver lord rise in 1d4 minutes as a cadaver.
Cinder Ghoul: A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul.
Crucifixion Spirit: Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.
Fear Guard: Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.
Any living creature reduced to Wisdom 0 by a fear guard becomes a fear guard under the control of its killer within 2d6 hours.
Fire Phantom: When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burnt flesh swathed in elemental fire.
Grave Risen: They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.
Hanged Man: A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.
Hoar Spirit: Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.
Murder Born: Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.
Phantasm: While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.
Red Jester: Red jesters are thought to be the remains of court jesters put to death for telling bad puns, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another tale speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has taken a liking to. The actual truth to their origin remains a mystery.
Black Skeleton: 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.
Black skeletons speak Common and Abyssal (leading some to believe that the evil that first created these creatures was the product of the demon prince Orcus).
Corpsespun Creature: Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. The poison of the corpsespinner interacts with the slain creature’s body and animates it as a corpsespun creature; a zombie–like automaton sheathed in webs whose insides have been replaced with thousands of tiny spiders.
“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.
Creatures slain (and not devoured) by a corpsespinner rise in 1 hour as creatures known as corpsespuns.
Corpsespun Fighter: ?
Corpsepun Minotaur: ?
Spellgorged Zombie: Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.
“Spellgorged Zombie” is an acquired template that can be added to any character capable of casting arcane or divine spells.
Sample Spellgorged Zombie: ?
Undead Lord: “Undead Lord” is an inherited template that can be applied to any undead creature.
A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.
Cadaver Lord: ?

Zombie: Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.
Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). It cannot escape, however, and serves only to fuel the iron maiden and provide it with skills and abilities. While it is trapped, the zombie cannot be attacked, damaged, turned, rebuked, or commanded, and it doesn’t suffer any damage from the bladed lid. If the lid of the golem is somehow forced open, the zombie has the normal abilities of a Medium zombie (as detailed in the MM). The victim of an iron maiden golem must be alive when it is placed inside and the lid is closed or the golem’s animate host ability fails.[/sblock]

Tome of Horrors III[sblock]
Blood Wight: When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon
princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight.
Bogeyman: Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.
Brykolakas: Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.
Demilich: When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.
Fetch: When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.
Fye: When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.
Ghoul, Dust: When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.
Lantern Goat: Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. The scarred and battered lantern that depends from the goat’s neck serves to channel souls into the creature itself.
Soul Capture (Su): Any living creature reduced to 0 or less hit points while within 60 feet of a lantern goat must succeed on a DC 15 Will save or have its soul drawn into the lantern goat’s lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at –3 hit points must save at DC 18). Once captured, the lantern goat slowly digests the creature’s soul over a period of 1 hour, using it to fuel its dark energies. The save DC is Charisma-based.
A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature.
Lich Shade: During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.
Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.
Mortuary Cyclone: A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).
Murder Crow: These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.
Phasma: A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.
Rawbones: A rawbones is an undead creature that comes into being when a tortured person rises from the grave.
Soul Reaper: Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation.
Swarm Shadow Rat: ?
Shadow Rat Common: ?
Swarm Raven Undead: ?
If a murder crow is reduced to 0 hit points or less, it explodes into a murder of standard crows. Use the statistics for the undead raven swarm.
Paleoskeleton Creature: Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. Only fossilized remains can become paleoskeletons. The bones that comprise a paleoskeleton must have been in the earth for thousands or even millions of years. Provided the skull and at least 20% of the actual bones remain, an animate dead spell cast by an arcane spellcaster of at least 12th level will produce a paleoskeleton. The extreme age of the bones and the strange properties of the mineralization interact with the negative energy to produce a very powerful undead creature.
“Paleoskeleton” is an acquired template that can be applied to any dinosaur or prehistoric animal.
Paleoskeleton Triceratops: ?

Undead: Any living creature slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes an undead creature in 1d4 rounds.
Lacedon: A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. Soul reapers have no ties to the land of the living, in
that they have always existed and have always been.[/sblock]

Warlords of the Accordlands Creatures and Lairs
[sblock]
Gravel Spawn: Gravel spawn are an abomination -- undead gargoyles formed from the hacked bits and pieces of slain gargoyles.
Gaunt Crypt: A Crypt gaunt is created through ritual.
Gaunt Swamp: Most swamp gaunts were men and women killed deep in the marshes of the Accordlands. Marsh hags are notoriously careless with their refuse, and discard failed experiments into the swamps, where it suffuses the corpses. The potions' magical energy grants the swamp gaunts unholy animation.
Ghost Bog: Ghost bogs are the animated corpses of the fallen whose bodies are so saturated with magic that they are reanimated in death.
Hag Undead: Certain powerful hags have used their potions to give themselves the immortality of the undead.
Nekrast: Occasionally, a necromancer of insufficient power to become a lich spontaneously arises after death as a nekrast. Those with a penchant for fire magic have the best chance at returning as one of these creatures. Rumors say that books of lost lore can guide a necromancer along the path to becoming a nekrast; these have yet to be verified.
Skeleton: ?
Unclean Spirit: Unclean spirits are the undead remnants of dead elves, fueled by intense hatred.
Woundwraith: Popular belief (to the extent that anyone is willing to think at much length about woundwraiths) holds that they are the restless spirits of those lost to madness.
Zombie: ?
Purgatoire: Those who are bound to serve a king or great lord and who die in some grand quest or fundamental duty may rise as a purgatoire. Bodyguards who fail to protect their charges and questing knights who die in pursuit of their goal are the most common purgatoires.
"Purgatoire" is a template that can be added to any humanoid or monstrous humanoids creature.
Severed: The Severed are undead elves who have willingly given their own lives in order to trade mortality for the everlasting youth of undeath.
To become Severed undead requires a great sacrifice to one of the Elements, the elven pseudo-gods, with each Element demanding a different type of sacrifice and offering a different form of immortality: Blood (ritual murder of a blood relation, to become a Severed vampire), Bone (24 hour rite in which the would-be Severed's every bone is broken, to become a Severed revenant), Flesh (a simple mass slaughter of a dozen people to become a Severed ghoul), and Spirit (ritually removing and rebinding the would-be Severed's soul to his own body, to become a Severed wraith).
"Severed" is a template that can be added to any elven or half-elven creature.[/sblock]

Wildwood[sblock]
Arboreal Defender: Once powerful warriors or leaders, arboreal defenders are hopelessly cursed beings. Trapped inside their decaying carcasses, they are forced to do Haiel’s bidding as punishment for the atrocities they committed against the forest during their lives.
Arboreal defender is an acquired template that can be added to any humanoid or monstrous humanoid creature.[/sblock]

[/sblock]

3.0 [sblock]

SRD 3.0[sblock]
Undead: Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Allip: ?
Bodak: Humanoids who die from a bodak's death gaze are transformed into bodaks in one day.
Devourer: ?
Ghoul: In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation.
Create Undead spell.
Ghast: Create Undead spell.
Mohrg: ?
Mummy: Create Greater Undead spell.
Nightshade:?
Nightwing: ?
Nightwalker: ?
Nightcrawler: ?
Shadow: Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Create Undead spell.
Skeleton: Animate Dead spell.
Spectre: Any humanoid slain by a spectre becomes a spectre in 1d4 rounds.
Create Greater Undead spell.
Vampire Spawn: A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a vampire spawn 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or less, the victim returns as a spawn if it had 4 or fewer HD.
Wight: Any humanoid slain by a wight becomes a wight in 1d4 rounds.
Create Undead spell.
Wraith: Any humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Create Undead spell.
Zombie: Animate Dead spell.
Creatures killed by a mohrg rise after 1d4 days as zombies.
Ghost: "Ghost" is a template that can be added to any aberration, animal, beast, dragon, giant, humanoid, magical beast, monstrous humanoid, or shapechanger. The creature must have a Charisma score of at least 8.
Create Greater Undead spell.
Lich: "Lich" is a template that can be added to any humanoid creature, provided it can create the required phylactery.
An integral part of becoming a lich is creating a magic phylactery in which to store its life force. Unless the phylactery is located and destroyed, the lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be a sorcerer, wizard, or cleric of at least 11th level. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
Vampire: "Vampire" is a template that can be added to any humanoid or monstrous humanoid creature.
If a vampire drains a victim’s Constitution to 0 or less, the victim returns as a vampire if it had 5 or more HD.
Create Greater Undead spell.

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow the character's spoken commands. The skeletons or zombies can follow the character, or can remain in an area and attack any creature (or just a specific type of creature) entering the place. The undead remain animated until they are destroyed. (A destroyed skeleton or zombie can't be animated again.)
Regardless of the type of undead, the character can't create more HD of undead than the character has caster levels with a single casting of animate dead.
The undead the character creates remain under the character's control indefinitely. No matter how many times the character uses this spell, however, the character can control only 2 HD worth of undead creatures per caster level. If the character exceeds this number, all the newly created creatures fall under the character's control, and any excess undead from previous castings become uncontrolled (the character chooses which creatures are released). If the character is a cleric, any undead the character might command by virtue of the character's power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones. The statistics for a skeleton depend on its size; they do not depend on what abilities the creature may have had while alive.
Zombies: A zombie can be created only from a mostly intact corpse. The creature must have a true anatomy. The statistics for a zombie depend on its size, not on what abilities the creature may have had while alive.
Material Component: The material component must be worth at least 50 gp.

Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This evil spell allows the character to create powerful kinds of undead: ghasts, ghouls, shadow, wights, and wraiths. The following types of undead can be created by casters of the specified levels:
Cleric Level Undead Created
------------ --------------
11 or lower Ghoul
12–13 Shadow
14–15 Ghast
16–19 Wight
20 Wraith
The character may create less powerful undead than the character's level would indicate if the character chooses.
Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.
This spell must be cast at night.
Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.

Create Greater Undead[i/]
Necromancy [Evil]
Level: Clr 8, Death 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows the character to create powerful and intelligent sorts of undead. The type of undead created is based on the character's level. The following types of undead can be created by casters of the specified levels:
Cleric Level Undead Created
------------ --------------
15 or lower Mummy
16–17 Spectre
18–19 Vampire
20 Ghost*
*Ghosts created by this spell have three ghostly powers in addition to manifestation: malevolence, horrific appearance, and corrupting gaze.
Certain types of undead, such as liches, cannot be created by this spell.
The character may create less powerful undead than the character's level would indicate if the character chooses.
Created undead are not automatically under the control of their animator. The character may attempt to command the undead as it forms with a turning check.
This spell must be cast at night.
Material Components: The spell must be cast on a dead body and uses a material component worth 50gp per corpse.[/sblock]

SRD 3.0 Psionics[sblock]
Caller in Darkness: ?[/sblock]

Monster Manual II [sblock]
Banshee: A banshee is the spirit of a strong-willed, selfish individual of a humanoid race.
Bone Naga: A bone naga was once a living dark naga. After its death, it was transformed into a skeletal undead creature by another dark naga through a horrific ritual.
Corpse Gatherer: These creatures are thought to spawn from the burial of a sentient undead creature (such as a vampire) in unconsecrated ground. The lingering taint of undeath somehow permeates the earth, causing the entire graveyard—corpses, tombstones, and all—to coalesce into a ravening undead monster.
Mass graves and charnel pits sometimes give rise to large undead formed from multiple corpses, such as corpse gatherers. (Heroes of Horror)
Crimson Death: ?
Deathbringer: ?
Effigy: ?
Famine Spirit: A famine spirit rarely leaves corpses in its wake, but sometimes it is forced to flee and leave slain opponents behind. Each of these corpses rises in 1d3 days as a famine spirit, unless a protection from evil spell is cast upon it before that time.
Gravecaller: ?
Jahi: The jahi is an incorporeal undead made of unfulfilled desires.
Ragewind: Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in useless battles.
Spawn of Kyuss: Spawn of Kyuss are disgusting undead creatures created by Kyuss, a powerful evil cleric turned demigod.
A cleric of 16th level or higher may use a create greater undead spell to create new spawn of Kyuss. This process requires maggots from the corpse of a diseased creature in addition to the normal material components.
Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.
Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Small, Medium-size, or Large creature slain by a worm rises as a new spawn of Kyuss 1d6+4 rounds later.
Death Knight: Gods of death create death knights.
“Death knight” is a template that can be added to any evil humanoid creature of 6th level or higher.
Sample Death Knight: ?
Spellstitched: Spellstitched creatures are undead creatures that have been powerfully enhanced and fortified by arcane means.
Spellstitched creatures can be created only by a wizard or sorcerer of sufficient level to cast the spells to be imbued in the undead’s body. The process for creating a spellstitched creature requires the expenditure of 1,000 gp for carving or tattooing materials as well as 500 XP for every point of Wisdom that the undead creature possesses. Undead that are spellcasters can spellstitch themselves.
“Spellstitched” is a template that can be added to any corporeal undead.
Spellstitched Ghast: ?

Ghast: Humanoid victims of a spellstitched ghast that are not devoured by the creature rise as ghasts (not spellstiched ghasts) in 1d4 days.
Zombie: Upon reaching 0 hit points, the corpse gatherer falls apart into its component corpses. The creature’s animating force remains among the corpses that formerly composed its body, converting them into zombies. Upon its death, a corpse gatherer generates as many zombies as it has Hit Dice (that is, a 30-HD corpse-gatherer becomes thirty zombies). Unless circumstances dictate otherwise, these are all Medium-size zombies.
Once per round as a free action, a spawn of Kyuss can transfer a worm from its own body to that of an opponent. It can do this whenever it hits with a slam attack, but it can also make the transfer by means of a successful melee touch attack or a ranged touch attack, hurling a worm at a foe from a distance of up to 10 feet.
Each worm is a Fine vermin with AC 10 and 1 hit point. It can be killed with normal damage or by the touch of silver. On the spawn’s next action, the worm burrows into its host’s flesh. (A creature with a natural armor bonus of +5 or higher is immune to this burrowing effect.) The worm makes its way toward the host’s brain, dealing 1 point of damage per round for 1d4+1 rounds. At the end of that period, it reaches the brain. While the worm is inside a victim, a remove curse or remove disease effect destroys it, and a dispel evil or neutralize poison effect delays its progress for 10d6 minutes. A successful Heal check (DC 20) extracts the worm and kills it.
Once the worm reaches the brain, it deals 1d2 points of Intelligence damage per round until it either is killed (by remove curse or remove disease) or slays its host (death occurs at 0 Intelligence). A Huge or larger creature becomes a normal zombie of the appropriate size.[/sblock]

Fiend Folio [sblock]
Abyssal Ghoul: ?
Bhut: A bhut comes into being when a humanoid dies a sudden, violent death in a remote region.
Crawling Head: The crawling head is a horrifying undead monstrosity spawned from the severed head of a giant.
An overconfident necromancer who was quickly slain by his own creation created the original crawling head ages ago. Since then, crawling heads have been slowly increasing in number in areas frequented by giants and their ilk.
Crypt Thing: A crypt thing is a kind of undead guardian that is built to watch over a particular site or object and deal with intruders in a nonlethal manner.
A cleric of 14th level or higher can use the create undead spell to create a crypt thing.
Blood Fiend: Blood fiends create more blood fiends from other demons in a manner similar to the way vampires create more vampires from humanoids.
An outsider of the evil subtype slain by a blood fiend’s energy drain attack (negative levels equal to current Hit Dice, or drained below 1st level) rises as a blood fiend 1d4 days after death.
Sample Huecuva Sample: ?
Huecuva: Huecuvas are undead creatures created from clerics, druids, paladins, or monks who have failed in their vows. As punishment for their heresies, they are doomed to undeath. Huecuvas are sometimes created when a good or neutral cleric changes his alignment to evil and dies without seeking atonement for his wrongs, or when an evil priest is subjected to a particularly powerful curse by her patron deity.
“Huecuva” is an acquired template that can be added to any humanoid with at least one level in the cleric, druid, paladin, or monk class.
Hullathoin: ?
Quth-Maren: A quth-maren is a revolting undead creature created by clerics of Kiaransalee. These clerics are fond of flaying their enemies—removing every scrap of skin—and then animating them in this hideous form.
Sample Swordwraith: ?
Swordwraith: Some mercenaries are so dedicated to a life of war that they rise from death to continue the battle, prowling the site of their deaths or the places of their burial, looking for foes to put to the sword.
“Swordwraith” is a template that can be added to any humanoid or monstrous humanoid creature with levels in fighter.
Ulgurstasta: The first ulgurstasta was created ages ago by Kyuss, a powerful evil cleric turned demigod.
Vague notes surviving from Kyuss’s time indicate that the process of creating an ulgurstasta is long and dangerous.
Since they were created through powerful necromantic magic, these creatures cannot reproduce, nor do they need to breathe or eat.
Symbiont Ghostly Visage: ?

Skeleton: Someone swallowed by an ulgurstasta is in deep trouble—the creature feeds on raw life and transforms its victims into animated skeletons that the ulgurstasta can later regurgitate. A swallowed victim takes 1d8 points of Constitution drain each round from the necromantic acid inside the creature. Upon death, the victim’s remains are infused with the acid and transformed into an animated skeleton.
Vampire Spawn: A humanoid or monstrous humanoid killed by the energy drain attack of a bloodfiend locust swarm rises 2d6 hours later as a fiendish vampire spawn.[/sblock]

Creatures of Rokugan [sblock]
Gaki: Gaki are often called the “hungry dead,” the spirits of evil individuals whose spirits passed into the realm of Gaki-do as punishment.
Skull Tide Gaki: Any humanoid victim who dies to the skull tide gaki’s Constitution drain is completely consumed by the swarm, except for his skull, which becomes a gaki and joins the tide.
Shikko-Gaki: Shikko-gaki are the spirits of those who defiled the graves of the dead.
Kwaku-Shin-Gaki: Kwaku-shin-gaki, or “cauldron bodies,” are the spirits of wicked men who allowed others to die in the cold rather than share their warmth.
Gakimushi: Only those whose lives were consumed with mindless, violent evil become gakimushi. These creatures are created close to Jigoku's dark reaches, and thus can draw upon the power of the Shadowlands.
Hyakuhei: The name hyakuhei means “all evils,” a name which these creatures have earned; they are believed to be animated by a combination of all the vices known to man.
Ikiryo: Ikiryo are the spirits of failed guardians, doomed to spend eternity making up for their failure.
The Lost: Samurai born beyond Rokugan who willingly serve the Shadowlands.
Mokumokuren: The story of Mokumokuren (“the ghost of a thousand hungry eyes”) and the tablet of Hagakure, which the ghost protects, is shrouded in mystery. Over a hundred and fifty years ago, Hagakure was a minor diplomat and shugenja of the Isawa on a diplomatic mission in the Imperial Palace.
One night he was murdered as he slept, his throat slit from ear to ear. The kder was never found, nor was any motive uncovered.
News of an assassination within the Imperial Palace was kept secret to preserve the honor of the Hantei. No one was allowed to speak of it, except the Asako and Ikoma families, who could only argue about how it was to be recorded in the histories. The emperor finally commanded them to cease arguing, and to record only this: “Hagakure has passed in his sleep. The Empire shall miss his watchful eye.”
Two months after the murder, two assassins stole into the emperor’s chambers - and were never seen again. The next morning, the emperor discovered a black stone funeral tablet with the name “Hagakure” engraved on one side and the word “Guardian” on the other. Every Emperor since then has kept the tablet beside his bed, and has been protected by Mokumokuren.
Plague Zombie: Plague zombies are the corpses of those who
died from exposure to disease, particularly magical diseases spread by foul maho.
Anyone touching or attacked by a plague zombie is exposed to the disease it carries. This disease typically inflicts Id8 permanent Constitution damage, with an incubation period of one day. The Fortitude DC to resist the effects is 20. Anyone who dies from this disease rises as a plague zombie within minutes.
Shiyokai: They are spirits who entered Yume-do, the Realm of Dreams, through the dark realm of Jigoku. Before their deaths, shiyokai were humans who died bitterly, their dreams unfulfilled.
Creatures reduced to zero or fewer experience levels as a result of having their dreams stolen die, and their souls return the next evening as shiyokai.
Shuten Doji: The shuten doji are the most seductive and corrupting of the evil spirits spawned by the Shadowlands.
Shuten doji first came into being during the first war with Fu Leng during the dawn of the Empire. Three immensely powerful spirits, the first shuten doji, were sent from Jigoku to aid Fu Leng in his war. These spirits, known as Fear, Desire, and Regret, wrought havoc through the Empire until the conclusion of the war, at which time they returned to Jigoku. Their spawn, however, remained in the mortal realm and have spread corruption throughout mankind ever since.
Toshigoku: The faceless spirits of Toshigoku are the final remnants of those who died thirsting for blood, revenge, and death.
Ubume: Ubume are the spirits of women who have become lost on their journey to Meido and returned to mourn the tragedies of their life. Sometimes they are widows, sometimes mothers of sons lost in war, sometimes the mothers of unborn or kidnapped children.
Uragiri: Once, Kitsu Uragiri was an honorable shugenja serving the great general Akodo Godaigo as hatamoto. Sadly, Uragiri had the misfortune of stumbling over Kenshin’s Helm, a cursed artifact that twisted the shugenja’s mind. Uragiri led Godaigo to ruin and became a raving madman. After Godaigo’s downfall, uragiri ran into the Shadowlands where the power of Fu Leng transformed him into a hideous abomination, an enormous undead creature covered with twisting, writhing tentacles.
Uragiri is a unique creature, the demented undead remains of Kitsu Uragiri himself.
Uragirimono: The Uragirimono are the tentacle extensions of Uragiri.
Yokai: Yokai are among the strangest ghosts in Rokugan. They are spirits of anger and fury, lingering traces of unfulfilled emotion. The most peculiar thing about yokai is that they are not the ghosts of the dead, but the ghosts of the living. A person who is overly frustrated or occupied with hatred might unconsciously create a yokai. This wandering spirit rises while its host sleeps, inflicting pain and misery as it seeks vengeance in the waking world.
Yorei: ?
Zashiki Warashi: They are the spirits of dead children, wandering the mortal realm because they do not know where else to go. Usually, this is due to improper burial or desecration of their grave.
Any opponent reduced to 0 Wisdom by the zahiki warashi's wisdom drain attacks immediately becomes a zashiki warashi.
Goryo: Goryo are the spiritual remnants of humans who have been murdered.
The goryo is a template that can be added to any human individual who has been murdered.
If the goryo slays its killer, and its killer is truly guilty of murder, the killer then becomes a goryo.
Sample Goryo: ?
Shadow Samurai: Occasionally, when a samurai dies in the Shadowlands, his soul does not pass peacefully to Meido. Some spirits become trapped in Jigoku and are forced to fight their way out of the hellish darkness. Unfortunately, this leads many of these lost souls through Gaki-do, the Realm of Hungry Ghosts. The journey transforms these poor spirits into a unique creature with many powers in common with shiryo, gaki, and oni. Most are driven mad and return to Ningen-do seeking vengeance against the living. These creatures are called kagemusha, or shadow samurai.
“Shadow samurai” is a template that can be added to any humanoid creature provided it has at least one level of the samurai character class
Sample Shadow Samurai: ?
Shiryo: Not all visitors from the Spirit Realms are capricious or malevolent. Many, in fact, are extremely beneficial. Primary among these are the shiryo, the spirits of blessed ancestors who have earned the right to eternal bliss in Yomi, the Realm of the Blessed Ancestors.
“Shiryo” is a template that can be added to any non-dishonorable human character.
In rare cases, a shadow samurai is able to return to the mortal world unscathed by its journey through the darkness. Most of these individuals continue on their journey, enter Yomi, and become powerful shiryo.
Sample Shiryo: ?

Skeleton: Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body.
Zombie: Any creature killed by the kansen’s Constitution drain will rise as undead (a skeleton or zombie) within 2d20 hours after death unless the head is removed from the body.
A uragirimono can burrow into a corpse as a standard action, animating it as a zombie while it inhabits the body.[/sblock]

Creature Collection II Dark Menagerie [sblock]
Acid Shambler: The acid shambler is one of many horrors that spawned in the aftermath of the Divine War, wild energies released by the titans’ defeat and imprisonment warped living -and unliving -matter The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichor that surges through their dead veins both animates and deteriorates them, eating them from the inside out due to its highly acidic properties. Since adventurers often encounter shamblers in the vicinity of a bane cloud (q.v.), some scholars believe that shamblers are the unfortunate victims of the deadly elemental’s poisonous vapors. No one can say for certain, however, if shamblers are animated intentionally or as a terrible side effect of the cloud’s powers.
Since scholars have begun recording instances of bane cloud sightings, a connection has been made to attacks by a new form of undead known as the acid shambler. It is now believed that the shamblers are victims of the bane cloud that are somehow brought back as undead monsters, though no one is certain how or why this occurs.
Blood Zombie: These are the undead spirits of sailors who died on the Blood Sea, especially those who died violently on a vessel overcome with blood barnacles.
Bonewing: Scholars speculate that they were once normal raptors or other predatory birds, changed by contact with a titan, or changed by the fearful magic unleashed during the Divine War or the Dead Tide of Agavir.
Burned Ones: Those who have used Vangal's priesthood as a means to power and then commit an act of betrayal against the Ravager find themselves stripped of their powers and hunted by their former brethren. If captured, these ex-priests are subjected to a ritual which leaves them nothing but a burned husk, destined to roam the earth tormented in an agony of eternal flames.
When burned ones attack, they often try to grab a cleric and Immolate her. If such an Immolation attack succeeds and reduces the cleric to -10 hp, the cleric bums up to a withered husk. Unless the remains are consecrated or a protectionfrom evil spell is cast on the remains, the cleric rises up in 24 hours to stalk the nights as a burned one herself.
Kadum's Leviathan: A creature that becomes one of Kedum's Leviathans might once have been a majestic whale, but the blood of the sunken titan transforms it into a vast undead colossus.
Many consider it to he a myth, or an extinct form of undead created when the corpse of an ordinary whale comes in contact with Kadum’s blood.
Mist Reaper: In one particular case, a councilor of Shelzar was kidnaped and held ransom. When his family refused to pay the asking price, the kidnapers drowned the man in the
sea and prayed to Enkili that his body be washed far out, never to be found again. Outraged, Belsameth cursed the killers and the corpse to suffer the exact opposite fate. The next night, when a thick fog rolled over the city, a vengeful spirit roiled in with it. To Belsameth's delight, the councilor's ghost visited himself upon each of his killers in turn, murdering them in various gruesome manners. To Belsameth's surprise, the spirit continued its rampage by killing the family members who refused to pay its ransom. It seemed the spirit's thirst for revenge exceeded even the goddess' expectations. Indeed, so fiery was the world's desire for revenge that she didn't create a single angry ghost, but inadvertently awoke the spirits of many people killed by drowning, people who never received proper burials or whose essence was never shepherded to the gods.
Night-Touched: The night-touched are one of the many varieties of creatures that were created by Hrinruuk to amuse himself on his hunts. The night-touched were an experiment that combined the essence of outsiders with that of the undead.
Hrinruuk created several breeds of night-touched, each of which was granted different powers to make the chase more interesting.
Night-Touched Controller: ?
Night-Touched Hound: Alternately called the Little Garabrud or even
Hrinruuk's Hounds, these canines are actually night-touched created ages ago by Hrinruuk. Stories still told by those titanspawn who still worship Hrinruuk, claim that the titan created these hounds as competition for himself.
Sand Mummy: Visitors to the desert who anger the Ubantu tribesmen are left to the mercies of the Onn wasteland. Those who survive are deemed to have been spared by the gods and usually earn the respect of the Ubantu, while others die a terrible death for want of water. Sometimes a spirit feels so strongly that it was wronged in its banishment that it rises from the sands and stalks the living, possessed of an eternal thirst it can never slake. Or so the Ubantu believe, and their understanding of the fearsome sand mummies may be correct for the Desert of Onn. But little do the tribesmen understand that the same mummies also appear in Ghelspad’s Ukrudan Desert, far from Ubantu territory and experience.
Deprived of life by relentless sun and unforgiving sand, these naturally mummified corpses crawl from the dunes, granted an eerie unity with the elements. Wasteland dwellers have yet to determine if sand mummies are granted unlife by one of the evil gods or by a vengeful titan.
Sand Mummy Unholy On: The Ubantu say truly old or ancient corpses still walk the desert, and that these spirits have developed further unholy powers, granted to them as they continue to seek revenge upon the living and serve whatever dark force has given them unlife.
Seeker's Bane: For every adventurous soul who finds his way into a ruined tower and returns laden with riches, there are an unknown number who suffer a terrible fate, slain by lurking monsters or caught in lethal traps. A seeker’s bane is the spirit of one of these lost adventurers, twisted and embittered by its lonely death.
Shadow Lord: The origins of shadow lords are uncertain. A variety ofexPlanations are suggested by sages, necromancers and others interested in such things - or who even know that these beings exist. Some claim they are the spirits of members of the infamous Cult of Ancients. These assassins made a pact with Belsameth in life to continue to serve her in death. Others suggest, though discreetly, that a terrible accident at Hollowfaust (or an intentional event at Glivid Autel) allowed the release of particularly malicious ghosts. Finally, it’s believed that once in the Scarred Lands’ two full moons, someone is born whose hatred is so great that he makes it his life’s work to snuff out the lives of others - and continues to do so from beyond the grave.
Siege Undead: “Siege undead” is a collective term for three different types of undead creatures that may be crafted from a single corpse. The formulae for creating these creatures was supposedly developed by Yrgdryth, a priest of Belsameth, during a particularly long and protracted siege.
In order to maximize the value of each dead soldier who was raised to fight again for the Divine Army, Yrgdryth devised this unique methodology for fashioning three undead soldiers from a single cadaver, all three of which are raised with a single casting.
Siege Undead Boneman: To create a boneman, a cadaver's entire skeleton must be very carefully removed from the body with the least possible damage to the skin and musculature. any cartilaginous or soft-tissue attachments must be strengthened or replaced, usually with wire or nails.
Siege Undead Meatman: The creation of a meatman requires a cadaver’s skin to be peeled off and then the entire skeleton to be very carefully removed from the body with the least damage to the musculature. The bones are then replaced, either with wooden rods or metal bars (the latter being the more common) and the muscles sewn back up. The whole body is then tightly bound up with wire or rope to keep the sutures from splitting as the thing exerts itself. To avoid the complications of trying to replace the delicate bone structure of the hands, they are instead replaced with rough iron blades, which are attached directly to the artificial skeletal structure to enhance their durability.
Siege Undead Sandman: To create a sandman, an entire skeleton must be very carefully removed from a cadaver with the least damage to the skin. The skin is then carefully sewn back up, including all orifices save for the mouth, and the seams are vigilantly sealed with tar or wax. The whole thing is then filled with a mixture of wet sand and small stones and the mouth is sewn shut and sealed. The small stones mixed in with the sand tend to jam up around lacerations, helping to seal the wound and preventing the escape of too much sand.
Skull Kings: Skull kings are believed to be the lingering remains of court executioners and assassins who, in life, performed their duties with either extreme remorse or extreme satisfaction. The debate continues as to which is more likely. The former are thought to remain in this world after death because they lost their souls long ago, regretting the murders they had to perform, yet still following orders. The latter brought such enthusiasm to the murders they committed that their fouled spirits kept their bodies animate after death.
Spectral Plant: Certain foul perversions of life and nature, such as the seed of a locust demon, can corrupt a plant with the negative energy of death. The result is a spectral plant.
While very small plants such as grasses wither and die when subjected to such negative energy, any kind of flora from small bushes to gargantuan trees might be infected with the blight that turns them into spectral plants.
Once per month, the locust demon may use its stinger to plant a seed of blight in the earth. Once planted, the seed spreads a supematural sickness to all plants within a radius of 100 feet per hit die of the locust demon. The sickness (called demon blight) alters the plant life growing in the region so that instead of being infused with positive life energy, it becomes infused with the negative energy of death. Within a day of being infected, a plant will begin to turn gray and brittle. Within three days, it will have turned entirely gray, and it will crumble to dust at the touch, leaving behind a black and white spectral image of itself as it was in life. The plant is now a spectral plant.
Tattooed Corpse: The sorceresses of Albadia are acknowledged as experts in the arcane practice of tattoo magic. What is less known is the darker side of this skill, in which the sorceresses combine forces with necromancers or tribal shamans to inscribe enchanted tattoos upon reanimated corpses.
Belsameth Spider: The process of becoming a Belsameth spider is gruesome. A victim bitten by a Belsameth spider has a chance of becoming one himself. If this happens, the poor victim’s head severs at the neck and sprouts its eight legs.
“Belsameth spider” is a template that can be applied to any living creature expect for oozes and plants.
Sample Belsameth Spider: He paid tribute to Belsameth that she might grant him power, and the goddess of nightmares and death answered his prayers.

Shadow: A humanoid reduced to zero strength by a shadow lord rises as a shadow in the next round.
A shadow lord can awaken another creature’s mundane shadow, turning it into an undead shadow under the lord’s control. This power has a range of 30 feet and can be used once per hour as a free action. The living target must succeed at a Fortitude save (DC 13) to resist, whether he knows that his shadow is endangered or not.
Spectre: If the body of a victim who was slain by a spectral plant's energy drain is left in contact with spectral plants for the 24 hours immediately following their death, the woeful soul returns as a spectre.
Wight: Any humanoid slain by the Kadum leviathan’s Constitution drain becomes a wight in 1d4 rounds.
Zombie: As a standard action, a corpse whisperer can revive the recently dead by speaking directly into their ears, creating a new follower that immediately joins the creature’s minions against its former friends. The effect is similar to animate dead, except the undead are always zombies, the corpse must be no more than one hour old for the whisperer to animate it, and there is no limit to the number of undead the corpse whisperer may control.
Any non-humanoid living creature slain by the Kadum leviathan’s Constitution drain becomes a zombie in 1d4 rounds.
If a stone to flesh spell is cast on a stone zombie it reverts into a normal zombie, the necromantic construct ritual’s magic disrupted.[/sblock]

Draconic Lore [sblock]
Revenant Dragon: Sometimes a dragon is killed in cold blood while defending her eggs, or in some other unnecessary or unjust fashion. When this happens, the result is often the creation of a revenant dragon.
“Revenant” is a template that may be added to any dragon. The creature must have a Charisma score of at least 12.
Rot Dragon: According to draconic legend, the first of these undead monstrosities was created countless millennia ago, when an ancient dragon spellcaster attempted to transform itself into an undead creature not unlike a lich. The ritual failed. Rather than grant the dragon a measure of immortality, the magic called into being a mass of writhing, spectral parasites that burrowed into the old wyrm’s flesh and made his will their own. The plague has slowly spread from dragon to dragon since that day.
The corpse of any true dragon slain by a rot dragon’s breath weapon shrivels and warps as the spectral worms spread throughout their new host. The corpse rises as a new rot dragon after 1d4 days unless dispel evil is cast on the corpse before the transformation is complete.[/sblock]

Encyclopedia Arcane Necromancy [sblock]
Bone Delver: Bone delvers are a form of undead who were once grave robbers and died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in the grave, others are outwitted by cunning traps placed in well protected mausoleums.
Burning Ghat: The burning ghat is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of.
Death Knight: Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble paladins who fell from grace at the moment of death.
The death knight is a template that may be applied to any humanoid or monstrous humanoid paladin.
Glacial Haunt: In the icy wastes of the north can sometimes be found the undead spirits of those who froze to death in the snows.
Grave Mount: The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight arises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study.
Skull Child: If a skull child manages to slay a juvenile humanoid by draining its Constitution to 0, the unlucky victim will rise in 1d4 days as a freewilled skull child. A bless cast on the body before that time will cease the transformation.
Slaugh: Negative energy is present in all things, even far out into the open sea. Thus, when a humanoid of particularly evil disposition is drowned, their will may be such that it is just possible that negative energies fuse in the water around them, reanimating their spirit as a slaugh.
Slaugh-Spawn: The slaugh-spawn is a grotesque form of undead formed when a slaugh merges with a slain victim.
A slaugh can merge with any humanoid it slays. The entire process takes four hours, after which the slaugh and victim both rise together as a slaugh-spawn. [/sblock]


Giant Lore [sblock]
Envy Giant: Giants believe that, when they die, their spirits return to the earth and the base elements from which they came, there to wait for the awakening of their gods. Some refuse to be conscripted into that long sleep and eventual war, however, and the power of their defiance animates their bodies.
Some say undeath can only lead to insanity. For giants, insanity can lead to undeath. These giants are so obsessed with their own mortality and with the supposed freedom of others, specifically humanoids, to escape this world after they die, that they let their bodies waste away in dark solitude. They never fully realize that they have died, however, and continue to exist in a vague haze of unreality.
“Envy” is a template that may be applied to any giant.
Sample Envy Giant: ? [/sblock]

Into the Green [sblock]

Arborgeist: When a treant meets a gruesome end at the hands of fire and great evil, the pain and horror of this fate sometimes proves too intense for the benign spirit to find rest even in death.
Autmunal Mourner: 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.
Autumnal mourners arise from the bodies of the unburied and forgotten dead.
Bracken Corpse: Bracken corpses are the reanimated remains of murder victims hidden or dumped in the wilderness by their killer. Whether their creation results from arcane power or the whim of a vengeful deity, bracken corpses are fearsome shambling abominations.
On very rare occasions, the victims of a mass murderer arise as bracken corpses all searching for the same killer.
Lostling: Lostlings are the pitiful souls of creatures or lost individuals who died in the wilderness from starvation or madness.
Creatures dying from starvation or thirst after being turned catatonic from a lostling's wisdom drain transform into lostlings within 1d3 days.
A solitary lostling is usually the sole survivor ofsome catastrophe, while larger gatherings of these creatures consist of entire parties that lost their way in the woods or a lostling’s transformed victims.
Uragh Dhu: Some scholars insist these creatures are the remains of dead treants reanimated by a dark and forbidden evil ritual.
Blightsower: During trying times when drought plagues the land and the hot, oppressive sun bakes the dry earth into infertile clay, long forgotten legends recall the sudden appearance of a mysterious stranger swathed in a dark, hooded cloak. Amidst the inescapable blight surrounding him, the enigmatic, otherworldly charlatan peddles his far-fetched promise of seven years of prosperity and bountiful harvests throughout the desperate farming communities. Most scoff at the outlandish boast, but some downtrodden farmers eagerly and rashly seize the crumb of hope offered by the shameless huckster. The fast-talking, charismatic swindler easily convinces them to sign his voluminous contract to receive their reward. Without hesitation and forethought, most succumb to temptation and agree to his terms.
Within hours of reaching their agreement, the drought lifts, and the soil once again yields plentiful crops. For seven years afterwards, the cycle of prosperity continues, as the formerly destitute farmer now reaps abundant wealth and riches. Finally, seven years later to the day, the farmer’s soul suddenly departs from this world, fulfilling the terms of the contract signed with the malevolent confidence man. While the farmer’s spirit suffers endless torment in the realm of the dark forces, his body rises from death and assumes its new undead existence as a blightsower. [/sblock]

Monsters Handbook [sblock]
Undead Dragon: Called forth from beyond the mortal realm to once again fly through the night, undead dragons are amongst the most powerful creatures a necromancer or evil high priest can bring to unlife.
“Undead” is a template that may be added to any evil dragon.
Any wyrms killed by an undead dragon's breath weapon arise in 2d6 minutes as undead dragons
Bloated: “Bloated” is a template that may be added to any undead creature that has a corporeal form. Undead creatures that do not have fleshy bodies, such as skeletons, may not receive this template.
Cloaked: Some necromancers are capable of preserving their subject’s body, granting the undead creature they create a seemingly normal outward appearance.
“Cloaked” is a template that may be added to any Medium-size undead creature with a physical body. At the DM’s option, certain creatures that rely on a strange or alien appearance may not receive this template.
Relentless: “Relentless” is a template that can be added to any corporeal undead. A spellcaster who uses magic to produce undead creatures may grant them the relentless template by spending eight times the listed gp value for his spell’s material components.
Bone Guardian: The necromancer Rethoir Greybeard researched methods for enhancing the combat abilities of his undead minions. The bone guardian is his specially crafted skeleton designed for sentry duty at his castle.
The bone guardian is a Medium-size skeleton modified to serve as a sentry. A second skull is fused into its chest and its lower arms are replaced with two short swords. Normally, these creatures are designed by necromancers and set to watch over portals, gates, and other sensitive areas within their lairs.

Wight: Any creature killed by an undead dragon's breath weapon arises as an undead creature in 2d6 minutes. Humanoids and other non-wyrm living creatures arise as wights. [/sblock]

Necromantic Lore [sblock]
Atrocity Wight: A collection of rotting corpses merged to form an enormous body, atrocity wights rise from mass graves and other sites where great atrocities have taken the lives of hundreds of innocent people.
Bloodpool: A bloodpool is created when innocents are killed en masse and their blood is allowed to collect and merge.
Bloodseeker: Originally created by druids who dabbled in necromancy, the formula for the creation of bloodseekers has since become more common.
: Bonecast creatures are undead or constructcreatures that have been imbued with luck energy.
Some bonecast creatures are formed spontaneously from the bodies of those who dabbled in the arts of luck, such as risk takers, gamblers, and thieves. Indeed, a creature cannot partake in such activities without at least some luck rubbing off on them. If sufficient luck energy is pent up within a creature’s body, it continues to animate the creature long after death.
Some have learned how to harness this luck energy and instill it within their own creations. The process of creating a bonecast creature requires 1,000 gp, which includes 250 gp for items imbued with chaotic luck energies, such as used decks of cards, casino fixtures, or the remains of small-time risk takers. Completing
the process takes one day and drains 1d10 × 100 XP (an average of 500 XP per bonecast creature) from the creator, making the creation process itself a gambling proposition.
“Bonecast” is a template that can be added to any corporeal undead or construct.
Sample Bonecast: ?
Dancing Bones: Dancing bones are a type of animated skeleton created by a virulent plague that can affect both the living and the dead.
Some time ago, a small village was ravaged by a plague carried to the village by a pestilent demon. Most of the village died; the few survivors buried the corpses of their families and moved on. Decades later, a necromancer looking for raw materials animated the plague-slain bodies for use as his servants and inadvertantly created the dancing bones.
Anyone who takes damage from the claw attack of a dancing bones has a chance of contracting the plague that animates them. Each time a damaging hit is scored, the target must make a Fort save (DC 11) or become infected. This will not become apparent for 1d4 hours; if a cure disease is cast during that time, the curse is lifted. If the curse begins to take effect, only a heal, limited wish, miracle, or similar spell will cure it.
At the end of the onset time, the victim begins to sweat profusely and twitch oddly. This becomes progressively worse—every 10 minutes the character’s Dexterity drops by 1 and the character suffers a cumulative –1 on all rolls due to the increasing pain and difficulty of controlling their own movement. When the character’s Dexterity has dropped to 0, the character’s skeleton rips itself out of his or her body, leaving the rest of the character’s body behind to become a new dancing bones. The new undead attacks anyone nearby. If there is no one to attack, it begins wandering—looking for potential victims to infect or other dancing bones to accompany.
Anyone slain by a dancing bones whose body is not blessed will suffer the same fate, the skeleton of the corpse ripping itself out within 1d4 hours.
Dream Phantoms: Dream phantoms are the souls of creatures who died in their sleep.
Those unfamiliar with the nature of dreams often say that they wish to pass away in their sleep. However, the truth is that such deaths are quite traumatic to the dying souls. A soul that wanders from the body while dreaming suddenly finds itself lost and adrift when the body dies. Further, such deaths often result in words left unspoken or tasks left incomplete. Many poor spirits are driven insane while trying to navigate through dream images and nightmares. Others gain some sense of their new nature. Often they grow to despise the living whose dreams they are doomed to wander. These malignant souls become dream phantoms.
Any humanoid slain by a dream phantom becomes a dream phantom in 1d8 hours.
Eternal Confessor: An eternal confessor is an undead cleric kept in a state of undeath by its god to finish the holy work it began while alive.
“Eternal confessor” is a template that can be applied to 10th-level or higher cleric with the death, destruction, or war domains.
A cleric can become an eternal confessor as a reward from his or her god.
Sample Eternal Confessor: ?
Fade: Fades are the fragmented spirits of those who took their own lives out of despair or cowardice.
Famine Haunt: These creatures are created by the passing of those who have died of starvation, often due to another’s neglect or cruelty.
Any humanoid slain by a famine haunt becomes a famine haunt in 1d4 rounds.
Fever Gaunt: ?
Fever Gaunt Gaunt King: ?
Foreverjack: A foreverjack is a thief who has cheated Death.
“Foreverjack” is a template that can be applied to any non-undead, non-outsider, provided it meets the requirements.
Unlike the process by which a wizard or sorcerer becomes a lich, no one plans or plots to be a foreverjack. Many foreverjacks had never even heard of such beings until they became one. To become a foreverjack, a character must meet the following criteria:
Alignment: Any chaotic.
Abilities: Charisma 15+, Intelligence 15+.
Class: At least 1 rogue level.
Special: When a particularly clever and charismatic rogue dies, there is a very slim chance that he or she may return to life as a foreverjack. This is a two part process.
First of all, not all rogues are given this opportunity. To determine if a rogue is eligible to become a foreverjack, roll d% three times. If the result is equal to or less than the rogue’s class levels, then there is a chance that the rogue will return to life as a foreverjack.
The second part of the process requires the rogue to perform some task that allows the character to escape the afterlife. This task varies from rogue to rogue, but must involve confronting the god of the dead for the pantheon that the rogue worships. Worst yet, while in the afterlife, the rogue is stripped of any magical items that he or she possessed while alive. Fortunately for the character, most gods of the dead enjoy gambling, and most of them are scrupulously honest in their terms. The task presented to the character is always incredible difficult, but never impossible.
A rogue can become a foreverjack through luck and skill upon dying.
Sample Foreverjack: ?
Gravestone Guardian: A gravestone guardian is a statue animated by the will of the deceased, and it has only one purpose—to guard the tomb from desecration.
A gravestone guardian is the result of a strong-willed person being buried beneath an ornately decorated gravestone, one that prominently features one or more carved statues of winged creatures. The exact form does not matter—they can be gargoyles, demons, angels, or anything of a similar nature. Over time, the grave absorbs the will of the person and the stone responds. A small portion of the soul of the grave’s inhabitant gradually begins to animate the statues, using them as a weapon against those who would disturb its rest.
Grim Stalker: The exact origins of these creatures are unknown. Some claim that they are the souls of those whose prayers for curative magic went ignored by the gods and their followers. Others claim these creatures are a product of death itself, sent to claim the souls of those who have cheated it for too long.
Hecatombes: Hecatombes are undead creatures that were used as living sacrifices in rituals to gods that either never existed, or to deities that declared the offered soul to be unworthy of acceptance. Hecatombes were not willing sacrifices when they lived, and this uncooperative nature followed them in death, only to be amplified to majestic levels of hatred in undeath. Only one
goal drives the hecatombe: The complete death and destruction of all the clergy and any others responsible for its sacrifice as well as anything dedicated to the god that felt the hecatombe’s soul unworthy (holy symbols, clerics, temples), thus binding it to this undead state.
“Hecatombe” is a template that can be added to any humanoid or monstrous humanoid creature.
Sample Hecatombe: ?
Heirloom Wraith: In life, the heirloom wraith was usually an individual who committed an act of evil in order to keep or obtain some item. In death, the individual’s spirit was unable to leave that item behind and became trapped in it, growing even more bitter and hateful.
Horrid Murder: Horrid murders are formed from gatherings of crows dominated by a malevolent intelligence.
Beings that have been brutally slain, especially those killed in the isolation of the wilderness, develop an immense hatred for the living and reach out to those that will aid them in their schemes. Crows, black by nature, are particularly receptive to domination by these souls. The result is a horrid murder.
Necrocorn: The origin of the necrocorn is a tale out of myth. Centuries ago, it is said, there was a ranger whose deeds on behalf of the people and the land had earned her widespread acclaim, and attracted to her service Niathallis, a unicorn druid. Together, they traveled the world and the outer planes, and legends grew in their wake.
Then, something—each bard has his own version of the tale—happened. The ranger turned to darkness, and Niathallis, unwilling to abandon her longtime companion, did something no unicorn before had ever done—she joined her companion in evil. The two traveled on, giving birth now to nightmares, not legends.
Ultimately, they were confronted and slain, but evil of such intensity and passion is not easily killed. Niathallis rose as the first necrocorn.
It was only when Niathallis killed another unicorn that the true nature of the curse became apparent, for that unicorn arose as a necrocorn as well. Since then, the number of necrocorns has grown somewhat, but there have never been very many, as true unicorns and those allied with them devote tremendous effort to slaying them. This is another reason many necrocorns choose to associate themselves with powerful evil beings—protection.
At most, a few dozen necrocorns roam the world at any one time. During some eras, this number has been as low as three or four.
Any unicorn slain by a necrocorn will rise as a necrocorn within 24 hours.
Necromental: ?
Azure Phoenix: ?
Fiery Zombies: Fiery zombies are created when a humanoid is raised by an azure phoenix using its fiery animation ability.
The azure phoenix may reanimate humanoids and monstrous humanoids that it or its fiery zombies have slain as fiery zombies if using the animate dead spell.
Blackheart: ?
Stone Zombies: Stone zombies are created when a humanoid is raised by a blackheart using its stony animation ability.
The blackheart may reanimate humanoids and monstrous humanoids that it has slain as stone zombies as if using the animate dead spell.
Red Tide: ?
Watery Zombie: Watery zombies are created when a humanoid is raised by a red tide using its watery animation ability.
The red tide may reanimate humanoids and monstrous humanoids that it has slain as watery zombies as if using the animate dead spell.
Sunkiller: ?
Storm Zombie: Storm zombies are created when a humanoid is raised by a sunkiller using its stormy animation ability.
The sunkiller may reanimate humanoids and monstrous humanoids that it has slain as storm zombies as if using the animate dead spell.
Pale Masker: ?
Pestilent Bat: whenever an intruder draws near, pestilent queens immediately spawn a number of pestilent bats.
Whenever a pestilent queen senses another creature within the range of its blindsight, it quickly spawns tiny flying creatures composed of the same fleshy material as itself to dispatch the intruder and feed from it. Each spawn created drains 2 hp from the queen. A pestilent queen can form up to 6 pestilent bats each round.
Shadow Parasite: ?
Guiding Spirit: It is generally believed that guiding spirits are formed from beings that had a heightened sense of duty to family, friends, or lovers while alive. Likewise, those that were focused upon completing a particular task or achieving a certain goal may also become guiding spirits in order to ensure that the living are able to complete that which the guiding spirit was unable to do. It is this sense of dedication that drives guiding spirits to seek out living creatures and to offer them protection. Yet, there are some who believe that guiding spirits are instead manifestations sent by the gods or other powerful beings. They say the guiding spirits assume a form that is comforting to potential wards in order to convince the ward to accept their assistance. Followers of this theory see guiding spirits as creatures who seek to manipulate mortals through deception in order to convince the living to embark on a mission that they would not otherwise undertake.
Spirit Legion of the Dead: The spirits of fallen heroes are sometimes bound to the defense of a sacred charge.
“Legion member” is a template that can be applied to any good aligned humanoid who has died defending a sacred charge or sacrificed him or herself to become a legion member. The base creature must also have a Charisma of 10 or higher at the time of death.
Sample Legion Member:
Spirit Steed: Spirit steeds were once living horses with a bond to their riders so strong that even death couldn’t separate them.
A loyal riding horse may have become a spirit steed after its death in a number of ways: Its rider could have perished in battle and the will of the beast was so strong that it rose again to become the steed of its deceased rider’s family or companions; the animal itself could have died in a conflict and it awakened as a spirit steed to reunite with its rider; or a spirit steed might have found itself lost in the world, devoid of a rider and in search of a new master.
Warning Spirit: The foreboding, insubstantial remains of deceased heroes and relatives, warning spirits lay legendary tasks upon the shoulders of their chosen champions.
Tomb Guardians: Tomb guardians are corporeal undead that willingly chose undeath to watch over and safeguard the tombs of royal families, heroes, etc.
“Tomb guardian” is a template that can be added to any humanoid creature, provided that the create tomb guardian spell can be cast on it.
A fighter can become a tomb guardian by volunteering to watch over a holy tomb or locale.
Sample Tomb Guardian: ?
Unvanquished: Unvanquished are beings that have never been defeated in their chosen form of competition in life.
“Unvanquished” is a template that can be added to any living humanoid or monstrous humanoid creature with either the Skill Focus or Weapon Focus feat.
Sample Unvanquished: ?

Undead: Undead are once-living creatures animated by spiritual or supernatural forces.
Zombie: A humanoid or monstrous humanoid that a grave leech feeds upon becomes infected with negative energy and will rise as a zombie within 24 hours of its death.
By digging its hand into the earth, the grave master worms its fingers to the remains of all dead with five miles and brings their soulless bodies to life.
The most potent of all the grave master’s considerable powers is its ability to return the dead to life. But a grave master’s power does not end there. It may heal destroyed zombies and increase their strength in combat, and fill them with purpose and intelligence.
The grave master’s power to summon undead is different from the spell animate dead in many ways.
First, the grave master summons all corpses within 5 miles to become part of his army. There is no limit to the number of HD worth of undead that a grave master can summon in this manner and all of them serve the grave master loyally.
Second, skeletons under the earth are raised as well, but the grave master’s powers over rotting flesh allow them to grow back skin and tissue where it has decayed. Because of this, all undead summoned by the grave master are considered zombies.

Create Tomb Guardian
Necromancy
Level: Clr 8, Death 8
Components: V, S, DF, XP
Casting Time: 1 hour
Range: Close (25 ft. + 5ft./2 levels)
Target: One humanoid corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to transform a willing humanoid into a tomb guardian to safeguard and protect a family grave, royal tomb, or other resting place of the dead.
Any humanoid creature that desires to become a tomb guardian must first gain the permission of its religious order. Once accepted, these petitioners peacefully ingest a painless poison that robs their body of life. Within 24 hours after their passing, the newly formed tomb guardians quickly rise and assume their eternal vigil.
XP Cost: 2,000 XP plus 100 XP per every HD above 10 of the tomb guardian to be created.[/sblock]

Nightmares and Dreams[sblock]
Bloated: Any character that dies as a result of bloat fever will become a bloated in 1d3 days, unless measures are taken to prevent the character's return.
To create a bloated requires the body of someone who died as a result of a festering disease. The creator must then harvest some bloat fly maggots and let them burrow into the body's flesh. The body must then be allowed to sit for several days to allow the maggots to spread the bloat fever contagion around. The creator must then cast a contagion spell followed by a permanency spell upon the body to keep it in a festering state. Once that is done, the body can be raised as normal by the spell animate dead.
Grimguard: Grimguards are created when a lawful good entity dies suddenly while combating evil. If his deeds were worthy, he was well liked by his comrades, and the conditions are just right, he may come back as a grimguard to continue his quest.
Grimguard Human Fighter 5: ?
Incinerated: The incinerated are a special type of zombie created from the bodies of people who have died as a result of fire.
To create an incinerated requires the body of a person that has died as a result of fire. The body must then be soaked in oil for three days and then set on fire. Once the body is completely engulfed in flames it can be animated using the animate dead spell. Once animated, most of the flames will extinguish themselves leaving behind seared flesh that will burn anything it touches. Only one incinerated can be created per casting of animate dead, regardless of the caster's level.
Lost One: Any humanoid reduced to 0 or less Wisdom by the lost one's poison becomes a lost one in the following round.
Physiquer: The physiquer is a dream of a guilt-ridden guard who was present when an innocent man was executed by the state. He cannot forget the event or forgive himself, or the others who were present at the execution.
Silent Horror: ?
Mirror Creep: ?
Undead Visceral Mass: ?[/sblock]

Penumbra Fantasy Bestiary [sblock]
Akyanzi: They are the damned remains of those souls who faked bravery in life and ruined the dignity represented by the sword.
Bloodwraith: The bloodwraith is an undead creature originally created by the Longfoot shamans. The minions of the old empire tyrannically dominated the Longfoots, and so the shamans gathered to pool their knowledge of necromancy and the spirit world to create a creature to avenge themselves. They used spells to capture the spirit of a just-slain victim and give it the mission of destroying a particular target.
Bog Slain: The peat bogs of the colder climes have claimed many travelers, dragging them down into murky waters and death. The corpses float in these mires, slowly decomposing, and sometimes they claw their way back out again, seeking to destroy all life in their rage.
Not all victims of bog drowning become bog slain. In many cases, those who return are travelers who were looking forward to arriving at their destination, and died angry at the unfairness of not achieving it. Another primary cause is the remnants of evil magic within the peat bog itself, seeping into the corpses and bringing them to an unholy mockery of life.
Dark Voyeur: ?
Dreadwraith: Legends tell of unfaithful priests who betrayed not only their people, but also their gods. These treacherous souls were condemned by the gods they served, cursed to never again be trusted or welcomed anywhere.
Jikininki: These demons are often the spirits of dead men or women whose greed prevented their souls from entering a more peaceful existence after death.
Limbo Infant: Into every age a collection of heroes is born to battle evil, to enforce the will of the gods, and to inspire the common people with their deeds and words. Some call them “god-born”; others call them the “fated.” Regardless of appellation, these heroes are the stuff of legend. Unfortunately, the world is a cruel place and not every destiny goes according to plan, even if it is a divine one. When the forces of evil gain the upper hand the world suffers for it. War rages, countless thousands die, and among the casualties lay the corpses of these would-be heroes, struck down in their most vulnerable hour — during their infancy. While the souls of most children transcend the world of the living, the souls of these slain young fated are trapped between life and death. Called “limbo infants” by the ecclesiastics, these ghost children are all that remain of the legendary heroes they would have one day become.
Orphan of the Night: The murder of a child is no small crime. When the soul of a young one slain before her time cries out, sometimes that cry is answered. When this occurs, it creates an entity known as an orphan of the night.
Swordtree: When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site.
On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature; use the standard SRD stats for zombies. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month.
Abyssal Plague Host: An abyssal plague host is an undead creature created by an abyssal worm plague’s corrupting attack.
“Abyssal plague host” is a template that can be added to any living creature
affected by an abyssal worm plague’s Corruption attack.
The most dreaded power of the abyssal worm plague is its ability to turn a creature into an abyssal plague host, and use it as food to create a new abyssal worm plague. To do this, the worm plague must draw a creature into its space and hold it using its Improved Grab ability (simply entering another creature’s range will not work). The round after the abyssal worm plague puts the creature in a hold, it may attempt to Corrupt the creature as a full-round action. A creature being corrupted makes a Fortitude save (DC 19). It is easier for the abyssal worm plague to Corrupt creatures who are of the same alignment it is, and harder to Corrupt those of a diametrically opposed alignment. Creatures gain a morale bonus or penalty to their save based on their alignment: +4 lawful good, +2 chaotic or neutral good, –2 lawful or neutral evil, –4 chaotic evil. Chaotic, lawful, and true neutral creatures receive no bonus or penalty. If the save fails, the abyssal worm plague has “seeded” the creature with its larvae; these will eventually grow into a new worm plague. The creature is automatically slain, and the abyssal plague host template is applied to him; 1d4 rounds later, the creature becomes an abyssal plague host.
Sample Abyssal Worm Host: ?
Barrow Wight: The gods have many terrible penalties for breaking holy prohibitions, but the curse of undeath is one of the most dire. The punishment for breaching the vaults of the dead and plundering their riches is to exist as a barrow wight, an undead creature that burns with hate for all intruders in its realm.
There are many ways such wights can be created: the gods can touch an area so that its dead will rise up if disturbed; priests can recite the prayers to invoke such a guardian of the grave; and it is also said that men of power and will can rise by their own accord to avenge themselves. In addition, when a wight’s victim is drained of its life, the creature will rise as a wight the next night.
“Barrow wight” is a template that can be added to any sentient creature with an organic body and a soul who comes from a culture with death rituals and has recently died either by a barrow wight’s Energy Drain ability or naturally; if naturally, the creature must be raised as a barrow wight by some magical force. The creature’s possession of a soul is a determination for the game master to make, but in most campaigns it will include any dragon, giant, humanoid, monstrous humanoid, or shapechanger. Fey, elementals, and other such creatures will depend on the campaign’s cosmology; creatures that are a type of spirit are not subject to being raised as a barrow wight.
Any sentient creature with a soul and death rituals that is slain by a barrow wight’s Energy Drain rises as a barrow wight the next night.
Sample Barrow Wight: ?
Blackbones: Blackbones are undead spellcasters, usually fanatic clerics devoted to a deity of fire, who have used fell magical rites to become undead.
“Blackbones” is a template that can be added to any humanoid creature with an affinity for fire magic who completes the transformation ritual.
Sample Blackbones: ?
Fossegrim: They are typically the spirits of dead bards, who in life enjoyed the presence of the waterfall they now guard. When they died their spirits sought out the waterfall and became one with it.
“Fossegrim” is a template that can be added to any good-aligned giant, humanoid, monstrous humanoid, or shapechanger who has recently died. The base creature must have a Charisma score of at least 10, and a love for the waterfall to which he is to be joined.
Sample Fossegrim: ?
Ghoul: There are some universal percepts, the philosophers say, that apply to every culture of sentient beings. Among these is a prohibition against cannibalism. To consume one’s own kind goes against the natural order and is a desecration that shocks the conscience of both gods and men. Such degeneracy can call down a foul curse that clings to the cannibal’s soul, preventing it from passing on to an afterlife upon its death. Instead, it is condemned to an unlife in which its corruption is reflected in body and mind as it rises as a ghoul.
“Ghoul” is a template that can be added to any sentient creature with an organic body and a soul who was killed by a ghoul and affected by its Create Spawn ability, or who ate the flesh of creatures of its type in life and recently died.
In most cases, ghouls devour those they kill. From time to time, however, the bodies of their victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. The Create Spawn ability can only apply to sentient creatures with an organic body and a soul, as required for the template.
Sample Ghoul: ?
Plaugueling: Plaguelings are the wretched victims of a magical disease called plague rot.
“Plagueling” is a template that can be applied to any living creature with a functioning anatomy and a Wisdom of 6 or higher who has been killed by plague rot.
If the victim’s Constitution is reduced to 0 or less from plague rot, the victim dies and becomes a plagueling.
Sample Plagueling: ?
Shadow Lich: Shadow liches are undead spellcasters who have used their magical powers to seal their souls into their own shadows, which they then solidify and separate from their bodies.
The first step in becoming a shadow lich involves removing the spellcaster’s soul and sealing it in its solidified shadow. This is a task equivalent to that of crafting a normal lich’s phylactery, requiring the use of the Craft Wondrous Item feat by a sorcerer, wizard, or cleric of at least 11th level. At least 120,000 gp and 4,800 XP must be invested in the removal process, and the solidified soul shadow becomes an item with a caster level equal to that of the creator at the time of creation.
“Shadow lich” is a template that is added to a spellcasting humanoid creature who has undergone the above process of removing his soul and transforming it into a soul shadow.
Sample Shadow Lich: ?
Thrall of the Pale King: When a pale king — the servant of the fey god Arawn — finds a useful living creature, he tries to claim it as a thrall; see the court of the pale king entry in the Creatures section. This process has two stages. First, the pale king must kill the creature using his Death Gaze ability. Once the creature is dead, the pale king may then call back the spirit and bind it into servitude within the body it originally inhabited. The process for calling the spirit back takes five full minutes, and requires that the pale king be touching the body of the prospective thrall. At the end of this time, the creature returns to life as a thrall of the pale king.
“Thrall of the pale king” is a template that can be added to any humanoid, monstrous humanoid, or animal slain by a pale king’s Death Gaze.
Any creature slain by the pale king’s Death Gaze may be called back and forced to serve as the pale king’s thrall. Calling back a slain creature takes five full minutes of the pale king touching the corpse.
Sample Thrall of the Pale King: ?
Unknowing One: Unknowing ones are a strange type of undead created by the death of someone who doesn’t quite notice for some reason. This usually happens when a person of great will is killed very quickly and unexpectedly, and just doesn’t get the message. He continues on with his life, not aware of the fact that he is now dead. He will go to great lengths to deny that he is now undead, and rationalize any indications of his demise away. It is only the unknowing one’s denial to accept that he is dead that keeps him from passing completely from the realm of the living.
“Unknowing one” is a template that can be added to any humanoid or monstrous humanoid creature who has recently died a sudden, unexpected death.
Sample Unknowing One: ?

Shadow: Any humanoid reduced to 0 Strength by a shadow lich’s Incorporeal Touch becomes an undead shadow within 1d4 rounds.
Zombie: When a creature is cut by a swordpod, a tiny seed is left behind in the wound. If the creature dies while a swordseed remains within it, it becomes a zombie that wanders to an area rich in iron at least one mile from the nearest swordtree and buries itself; a sapling swordtree soon rises from this site.
On a successful swordpod attack, the swordtree’s victim is implanted with a swordseed. Swordseeds can be dug out of injuries for the first three days, which costs 1 hp per day the seed has been burrowing, or can be washed out with holy water, which does no additional damage. Swordseeds can also be removed with a remove disease or heal spell, even after the first three days. The seed itself does no damage to its host. However, when the creature dies, it rises after three days as a zombie of the same size as the original creature; use the standard SRD stats for zombies. This zombie is drawn to the nearest iron-rich location at least one mile from another swordtree, where it buries itself; a sapling swordtree springs from the earth within one month. [/sblock]

Talislanta Menagerie [sblock]
Black Savant: Alien in appearance and outward demeanor, the true nature of the Black Savants remain, in large part, a mystery.
Disembodied Spirit: These spectral entities are the spiritforms of deceased creatures and beings who, for one reason or another, have become lost or stranded en route to their next incarnation. Some, having met a particularly violent or unjust end, refuse to move on to their next life until they have been avenged. Others were the victims of miscast spells, abortive attempts at astral travel, or other unfortunate circumstances.
Ebonite: Like shadowights and other spiritforms, Ebonites were once living beings. Once passing from the lands of the living, their spirits made the long voyage to the Underworld. However, something about them drew the attention of Death. Great infamy or acts of heroism, no one can say for sure what will draw Death’s baleful eye. Some sorcerers petition for this state in order to continue their magical studies beyond death, while some heroes offer themselves to Death’s service in exchange for a loved one being returned to life. However it happens, those taken by Death are consigned to spend eternity as spectres, and to dwell in the ancient city of Ebon.
Fetch Juju: Another type of fetch is the juju, a mindless servant made from a reanimated corpse. In this case the fetch is imprisoned within a body,
Mirajan: A mirajan is a type of spiritform found only among the arid lands of Raj, Djaffa, and Carantheum. The Djaffir tribes refer to these specters as “Phantoms of the Desert” and believe that they are the spirits of Rajan necromancers who have come back to torment the living. Others attribute sightings of mirajans to hallucination, heat exhaustion, or the malevolent pranks of sand demons.
Necrophage: Necrophages are humanoid entities that hail from the darkest depths of the Underworld.
Reincarnator: Reincarnators are the spiritforms of Torquaran wizards, members of a cabal of black magicians who once ruled a dark empire that spanned much of the continent of Talislanta.
The Torquarans struck an unholy pact with the arch-devil Zahur, who used an ancient incantation to turn them into reincarnators: malign spirits cloaked in an aura that renders them untouchable by Death.
Shadowform: A creature whose Constitution score has been reduced to 0 by a shadowcat’s energy drain attack rises as a shadowform in 1d4 rounds.
Victims who have been drained of all their physical substance by a shadowcat become shadowforms.
A creature whose Constitution score has been reduced to 0 by a shadowight’s energy drain attack rises as a shadowform in 1d4 rounds.
A creature whose Constitution score has been reduced to 0 by a shadow wizard’s energy drain attack rises as a shadowform in 1d4 rounds.
Shadowcat: These shadowy creatures are believed to be the spectral forms of an extinct species of felines once native to the Talislantan continent.
Shadow Dragon: Shadow dragons are the spirits of ancient dragons that chose or were chosen to serve Death.
Shadowight: Shadowights are the spiritforms of deceased persons sentenced to spend eternity as specters.
Shadow Wizard: Shadow wizards are the spiritforms of deceased magicians from various dimensions, worlds, and eras. [/sblock]

[/sblock]

2e [sblock]
Monstrous Manual [sblock]
Banshee: The banshee or groaning spirit, is the spirit of an evil female elf -- a very rare thing indeed.
Beholder Undead: Death tyrants occur spontaneously in very rare instances. In most cases, they are created through the magic of evil beings -- from human mages to illithid villains. Some outcast, magic-using beholders have even been known to create death tyrants from their own unfortunate brethren.
Death tyrants are created from dying beholders. A spell, thought to have been developed by human mages in the remote past, forces a beholder from a living to an undead state, and imprints its brain with instructions.
Those beholders that were slain while resisting possession by Moander the Darkbringer are transformed into rotting death tyrants (undead beholders) upon their demises. (Faiths and Avatars)
Doomsphere: This ghost-like undead beholder is created by magical explosions.
Kasharin: An undead beholder, it passes on the rotting disease which killed it.
Crawling Claw: The much feared crawling claw is frequently employed as a guardian by those mages and priests who have learned the secret of its creation.
Claws are the animated remains of hands or paws of living creatures.
Crawling claws are nothing more than the animated hands and paws of once-living creatures.
Crawling claws can be created by any mage or priest who has knowledge of the techniques required to do so. To begin with, the creator must assemble the severed limbs that are to animated. The maximum number of claws that can be created at any one time is equal to the level of the person enchanting them. The hands (or paws) can be either fresh, skeletal, or at any stage of decomposition in between.
Crypt Thing: There are two types of crypt things -- ancestral and summoned. The former type are “natural” creatures, while the others are called into existence by a wizard or priest of at least 14th level.
The most common crypt thing is the summoned variety. By use of a 7th-level spell, any caster capable of employing necromantic spells can create a crypt thing.
Ancestral crypt things are the raised spirits of the dead that have returned to guard the tombs of their descendants. This happens only in rare cases (determined by the DM).
Death Knight: death knight is the horrifying corruption of a paladin or lawful good warrior cursed by the gods to its terrible form as punishment for betraying the code of honor it held in life.
Death knights are former good warriors who were judged by the gods to be guilty of unforgivable crimes, such as murder or treason.
Dracolich: The dracolich is an undead creature resulting from the unnatural transformation of an evil dragon. The mysterious Cult of the Dragon practices the powerful magic necessary for the creation of the dracolich, though other practitioners are also rumored to exist.
A dracolich can be created from any of the evil dragon subspecies.
The creation of a dracolich is a complex process involving the transformation of an evil dragon by arcane magical forces, the most notorious practitioners of which are members of the Cult of the Dragon. The process is usually a cooperative effort between the evil dragon and the wizards, but especially powerful wizards have been known to coerce an evil dragon to undergo the transformation against its will.
Any evil dragon is a possible candidate for transformation, although old dragons or older with spell-casting abilities are preferred. Once a candidate is secured, the wizards first prepare the dragon's host, an inanimate object that will hold the dragon's life force. The host must be a solid item of not less than 2,000 gp value resistant to decay (wood, for instance, is unsuitable). A gemstone is commonly used for a host, particularly ruby, pearl, carbuncle, and jet, and is often set in the hilt of a sword or other weapon. The host is prepared by casting enchant an item upon it and speaking the name of the evil dragon; the item may resist the spell by successfully saving vs. spell as an 11th-level wizard. If the spell is resisted, another item must be used for the host. If the spell is not resisted, the item can then function as a host. If desired, glassteel can be cast upon the host to protect it.
Next, a special potion is prepared for the evil dragon to consume. The exact composition of the potion varies according to the age and type of the dragon, but it must contain precisely seven ingredients, among them a potion of evil dragon control, a potion of invulnerability, and the blood of a vampire. When the evil dragon consumes the potion, the results are determined as follows (roll percentile dice):Roll Result
01-10 No effect.
11-40 Potion does not work. The dragon suffers 2d12 points of damage and is helpless
with convulsions for 1-2 rounds.
41-50 Potion does not work. The dragon dies. A full wish or similar spell is needed to
restore the dragon to life; a wish to transform the dragon into a dracolich results
in another roll on this table.
51-00 Potion works.
If the potion works, the dragon's spirit transfers to the host, regardless of the distance between the dragon's body and the host. A dim light within the host indicates the presence of the spirit. While contained in the host, the spirit cannot take any actions; it cannot be contacted nor attacked by magic. The spirit can remain in the host indefinitely.
Once the spirit is contained in the host, the host must be brought within 90 feet of a reptilian corpse; under no circumstances can the spirit possess a living body. The spirit's original body is ideal, but the corpse of any reptilian creature that died or was killed within the previous 30 days is suitable.
The wizard who originally prepared the host must touch the host, cast a magic jar spell while speaking the name of the dragon, then touch the corpse. The corpse must fail a saving throw vs. spell for the spirit to successfully possess it; if it saves, it will never accept the spirit. The following modifiers apply to the roll:
-10 if the corpse is the spirit's own former body (which can be dead for any length of time).
-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, dinosaur, snake, or other reptile.
If the corpse accepts the spirit, it becomes animated by the spirit. If the animated corpse is the spirit's former body, it immediately becomes a dracolich; however, it will not regain the use of its voice and breath weapon for another seven days (note that it will not be able to cast spells with verbal components during this time). At the end of seven days, the dracolich regains the use of its voice and breath weapon.
If the animated corpse is not the spirit's former body, it immediately becomes a proto-dracolich. A proto-dracolich has the mind and memories of its original form, but has the hit points and immunities to spells and priestly turning of a dracolich. A proto-dracolich can neither speak nor cast spells; further, it cannot cause chilling damage, use a breath weapon, or cause fear as a dracolich. Its strength, movement, and Armor Class are those of the possessed body.
To become a full dracolich, a proto-dracolich must devour at least 10% of its original body. Unless the body has been dispatched to another plane of existence, a proto-dracolich can always sense the presence of its original body, regardless of the distance. A proto-dracolich will tirelessly seek out its original body to the exclusion of all other activities. If its original body has been burned, dismembered, or otherwise destroyed, the proto-dracolich need only devour the ashes or pieces equal to or exceeding 10% of its original body mass (total destruction of the original body is possible only through use of a disintegrate or similar spell; the body could be reconstructed with a wish or similar spell, so long as the spell is cast in the same plane as the disintegration). If a proto-dracolich is unable to devour its original body, it is trapped in its current form until slain.
A proto-dracolich transforms into a full dracolich within seven days after it devours its original body. When the transformation is complete, the dracolich resembles its original body; it can now speak, cast spells, and employ the breath weapon of its original body, in addition to having all of the abilities of a dracolich.
Ghost: Ghosts are the spirits of humans who were either so greatly evil in life or whose deaths were so unusually emotional they have been cursed with the gift of undead status.
Another common reason for an individual to become a ghost is the denial of a proper burial.
When clueless primes of great evil perish or when poor sods die a particularly traumatic or untimely death, their spirits sometimes linger to haunt the site of their passing. (A Guide to the Ethereal Plane)
Wilhelm had been trying to find Mark, to warn him about Kole’s particularly angry mood that day. He caught up with his friend just in time to see the final blow. When he saw Mark’s body go limp and fall to the ground, Wilhelm screamed, turned, and fled into the street, where he was struck by an out-of-control cart carrying vegetables to the market.
Wilhelm lay where he fell, bleeding from a massive head wound. A local innkeeper known as Mother Ladria held him and tried to make sense of his last words as he died. Because of the violent scene that he witnessed just before his death, Wilhelm became a ghost. (Children of the Night Ghosts)
At last, Rafe convinced Susannah to go with him for a romantic boat ride on the pond, promising it would help “put to rest her torturous fears over what had happened to her family.” He pinned a red rose to her dress to win her over, and the tactic worked to his ends once more. Then, he rowed to the center of the pond and absently asked what she would give to learn her family’s fate, to which she responded “my life!” (Children of the Night Ghosts)
“Fair enough,” said Rafe with a cruel chuckle. He plucked the rose from her shoulder and threw it into the water, where Susannah slowly focused upon her brothers and parents, just barely visible in the depths. As she screamed in horror, Rafe seized her from behind and held her head under the water so she could look into the vacant eyes of her dead family while she, herself, drowned. When she stopped struggling, he took a knife and cut her ring finger off, claiming the family
heirloom of her grandmother’s wedding ring. (Children of the Night Ghosts)
Susannah is a third-magnitude geist, owing to the fact that she died traumatically. (Children of the Night Ghosts)
Susannah’s parents and two brothers are all second-magnitude ghosts. Their ghostly origin is due to sudden death, strengthened by the betrayal of Rafe. (Children of the Night Ghosts)
Finally realizing what was happening as her sentence was read aloud by the mayor, Theona started invoking her spell. Unfortunately, she was tied to a stake before she could finish the spell. Searching out the figure of Monica, Theona stared at the girl as her body began to bum. As pain swept over her, Theona continued to stare at Monica until a wave of disorientation hit her. She blinked and found herself standing among the townspeople, watching as her dead former body was burned to ashes. Looking down at herself, she realized that she was in Monica’s body. (Children of the Night Ghosts)
Just as the moon reached its zenith, Alexander appeared at the edge of the clearing in wolf form. After the wolf killed the goat and settled down to its meal, the villagers opened fire with their bows and mortally wounded it. As the wolf lay dying, its form shifted into that of Alexander von Lupinoff. The villagers backed away in awe and terror. Fearful that Alexander might live long enough to understand what his former friend had done to him, Claude stepped up and delivered the final, killing blow with the same silver dagger he had used to kill the sorcerer. As Claude struck, Alexander fully realized his former friend’s part in the whole situation. While part of Alexander was saddened by his friends betrayal, another part of him, the aspect of Alexander that had been attracted to the wolf form, cursed his former friend and killer. He wished Claude to suffer the rage and despair that filled the final moments of his own life until such time as Claude confessed his crime. (Children of the Night Ghosts)
The beast found Marcus and tormented him. Sir Marcus cried for mercy and, finally, for death. The undead creature surrounded Sir Marcus with the bodies of his allies and animated them. They all cursed him with dead tongues, and Sir Marcus cried out, beseeching the monster for release. (Children of the Night Ghosts)
Finally, the undead beast put Sir Marcus to death. Even then, Sir Marcus’s story did not end. Sir Marcus can no longer escape his torment, any more than he can escape his world. (Children of the Night Ghosts)
Acchalus’s violent death and, more importantly, his failure to defend the temple, caused him to return as a ghost.
The temple remained hidden for about thirty years, but then a truly cruel warlord found it, and Hurrek died by torture. As he had tortured people in the past himself, his new nature made the experience even more unbearable as he realized the pain he had caused others. The agony brought him back from death as a very powerful but very sad ghost. (Children of the Night Ghosts)
Enraged by this “back-talk,” the father proceeded to beat Nikolai harder and more violently than ever before. Nikolai died to the screams of his mother and sister. As life left him, his final words were: “Don’t you ever touch my sister again, you monster.” (Children of the Night Ghosts)
Rhianna’s guilt at being involved in so many horrible deaths overpowered her so much that she has become a restless ghost. (Children of the Night Ghosts)
When the door closed, Duncan barred it from the outside with a four-inch beam of solid oak that dropped into iron receivers two inches thick. His archers on the vented roof drew their ashen bows and rained death on Donal and his men from the murder holes Duncan had carved. (Children of the Night Ghosts)
When the last man (Donal himself) twitched a final spasm, Duncan’s men opened the door, reentered the hall, and knifed any who showed brief signs of life. They removed the tables and the remains of the feast, and then returned with the paving blocks. Donal and his men were interred on the bare soil, and Duncan’s varlets laid the dressed floor stones atop their bleeding corpses. The hall they reset for dining, and the victors sat to drink and feast. (Children of the Night Ghosts)
One year later, on the anniversary of that bloody, tragic night, Duncan MacFarn of MacFarn, Chief of Clan MacFarn, came home to celebrate his wedding in the ancient keep. The chief, his blushingly beautiful new bride, and the entire bridal party gathered in the feast hall. Just as the last guest entered, the oak door slammed shut. The four-inch beam, without human agency, fell into its thick receivers, and the stones of the floor began to fly. In their hundreds they flew, whirling and smashing about the room, striking and bashing and hammering; death rode bloody wings that night. Everyone was slain. Duncan lay smashed and broken, penetrated by granite shards. (Children of the Night Ghosts)
Two days after Vlana locked herself in the tower, the annual harvest festival took place in the village. As Thaeos reigned over the festivities, young Drugen enjoyed watching the jugglers and listening to the music of the minstrels. At the festival’s climax, Vlana appeared suddenly in her old Vistani garb and made long accusations about Thaeos’s treachery and deceitfulness. Just when her vituperative cries seemed to reach the pinnacle of ferocity and hatred, Vlana invoked a terrible curse, condemning the entire Waldershen line for Thaeos’s crimes against her. After her vile declaration, she leaped at him, but Thaeos was quicker. He ducked her charge and, grabbing a sword from his chief advisor, Bracy, struck the baroness through the heart. Vlana writhed in agony as the cold steel bit her flesh, and she died within moments. At her death, her shade caressed Drugen (using her cause wound ability) and then fled to the manor and took up residence in the mausoleum, where she has rested undisturbed ever since. (Children of the Night Ghosts)
One winter’s day, while trying to find a good spot to beg for more coins, he stumbled over a frozen corpse. Instead of seeing the corpse’s face, however, he saw his own. Fear settled deep into Preston’s bones. That night, while lying shivering in the poorhouse and brooding over Amalia’s love for another man, he vowed that death would never hold him. The next morning, his corpse was thrown onto a heap with several others while his ghost watched gleefully. (Children of the Night Ghosts)
On a gloomy winter day precisely six months after Willem’s demise, Amalia sat straight up in her bed and spoke to her maid. Her figure was bony and her hair matted, but in her eyes danced the old sparkle of life. “I’ll soon see Willem!” she announced. “Help me get ready!” Then her voice dropped to a whisper. “Make sure that we are together in this world for all eternity.” Then Amalia fell back into her pillows and died. (Children of the Night Ghosts)
Preston, despite her deathbed request, buried Amalia on the edge of the woods behind his home, with a white
marble stone marking her grave. (Children of the Night Ghosts)
When Willem turned thirteen, he and Amalia (who was eleven) stood under a spreading oak tree and promised themselves to each other forever, sealing their pact with a kiss. When Amalia turned fourteen and finished school, they planned to marry. (Children of the Night Ghosts)
In the meantime, Amalia’s parents promised her hand to Ezekiel Preston. The young couple pleaded with Amalia’s father and mother to cancel the wedding, but the Wrights would not hear of it. Amalia cried every day as the wedding approached. Her parents realized that a bride who cried through her wedding day would be quite a spectacle and would not reflect favorably on anyone. They postponed the wedding until they could ensure that their daughter was restored to physical and mental health. (Children of the Night Ghosts)
Overjoyed at her temporary freedom, Amalia ran from the house, saddled her horse, and set off to find Willem. At his home, however, she learned from a neighbor that he had left the house in a rage, carrying a sword and cursing Preston under his breath. Amalia rode swiftly to Preston’s home, hoping to prevent Willem from committing an act he would regret.
Upon reaching Preston Hill, she could hear angry shouts so she spurred her horse up the slope. As she crested the hill, she caught sight of Preston and Willem sparring with each other, but a sudden flash of steel in the moonlight told her she was too late. Willem staggered and crumpled to the ground, a victim of Preston’s quick dagger. The following day, Willem was laid to rest in the graveyard adjoining the school where he and Amalia played as children. (Children of the Night Ghosts)
Ghoul: Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected).
Any human or demihuman slain by Hesketh will become a ghoul; only if the body is blessed is this horrible fate averted. If the victim is raised or resurrected without being blessed, he or she will rise at once as a ravening ghoul. Of course, if the body is destroyed – for example, if Hesketh and his associates eat their victim – it cannot become a ghoul. (Monstrous Compendium Ravenloft Appendices I & II)
If the mage is slain by his undead familiar he will rise again as a ghoul. (Monstrous Compendium Ravenloft Appendix III)
Unlife spell. (Spellbound)
Unlife spell. (Villain's Lorebook)
Undeath After Death spell. (Faiths and Avatars)
Create Undead Minion spell. (Prayers from the Faithful)
Ghoul Lacedon: ?
Ghoul Ghast: ?
If the body of a lebentod's victim is disturbed before 72 hours have elapsed, the victim awakens as a ghast. (RA2 Ship of Horror)
If the body of a lebentod's victim is disturbed before 72 hours have elapsed, the victim awakens as a ghast. (RA2 Ship of Horror)
If the body of a ghoul lord's rotting disease victim is not destroyed, they will rise as a ghast on the third night after their death. (Monstrous Compendium Ravenloft Appendices I & II)
Long ago, Hesketh was a senior priest in the cult of the false god Zhakata led by Yagno Petrovna, the lord of G’henna. As Petrovna’s chief Inquisitor, among his horrid duties were dreadful arts of torture and sacrifice; secretly, he practiced cannibalism on the corpses of his hapless victims. Over the years, these unholy practices warped his soul and, upon his death, transformed him into an undead fiend. (Monstrous Compendium Ravenloft Appendices I & II)
When Hesketh died, a terrible curse fell upon him. The origins of this curse may lie in his own taste for human flesh or in the dying oaths of his countless victims. Whatever the source, this curse saw him transformed into a foul thing of the night. (Monstrous Compendium Ravenloft Appendices I & II)
Undeath After Death spell. (Faiths and Avatars)
Create Undead Minion spell. (Prayers from the Faithful)
Heucuva: Legends tell that heucuva are the restless spirits of monastic priests who were less than faithful to their holy vows.
In the late 1700's, a lighthouse and monastery were built on the largest of the fragmentary Gull Islands. Construction was difficult due to bad weather and the uneven terrain of these rocky outcroppings, but the workers were indefatigable. Shortly thereafter, 25 members of the Order of the Flame of Saint Nicholas took up residence on the island. (Masque of the Red Death)
One of the monks was a young man named Tanner Jacobbi, new to both the order and the strict devotions of the monastic life. Despite this, he found himself charged with manning the lighthouse one stormy night in January of 1775. The winds of a great nor'easter ripped at the dark sea, and an endless blanket of rain and snow made it all but impossible to see. Jacobbi sat at his post, watching the sea and maintaining the beacon of the lighthouse. It was not long, however, before the monotony of his duty and the almost hypnotic gale outside caused him to drift into a deep sleep. (Masque of the Red Death)
Within an hour, the beacon of the lighthouse failed. Not far away, the British frigate Resplendent fought to keep afloat in the mighty storm. Bound for New England, she was destined to end her journey that night on the rocky coasts of the Gull Islands. When the frigate ran aground and shattered, her cargo of black powder ignited and exploded. Fire swept across the island, destroying the monastery and killing its inhabitants. (Masque of the Red Death)
For Jacobbi, who died in the disaster, this was, the beginning of an endless torment. (Masque of the Red Death)
Lich: In order to become a lich, the wizard must prepare its phylactery by the use of the enchant an item, magic jar, permanency and reincarnation spells. The phylactery, which can be almost any manner of object, must be of the finest craftsmanship and materials with a value of not less than 1,500 gold pieces per level of the wizard. Once this object is created, the would-be lich must craft a potion of extreme toxicity, which is then enchanted with the following spells: wraithform, permanency, cone of cold, feign death, and animate dead. When next the moon is full, the potion is imbibed. Rather than death, the potion causes the wizard to undergo a transformation into its new state. A system shock survival throw is required, with failure indicating an error in the creation of the potion which kills the wizard and renders him forever dead.
Often in attempts to attain divine status through powerful rituals or the use of artifacts, failure (in the form of a tacit “no” from Ao) results in the mortal becoming a lich, being transformed into some other form of odd undead creature, or being totally destroyed. (Faiths and Avatars)
In centuries past, the Black Lord had transformed over 35 living High Imperceptors at the end of their tenure into undead “Mouths of Bane”— Baneliches. (Faiths and Avatars)
Throughout the domains of Ravenloft and in countless other worlds, there are few creatures more terrible than the lich. In most cases, these diabolical creatures seek out the means by which they attain unread status, willingly sacrificing their humanity in the quest for forbidden knowledge and unchecked power. In rare cases, the curse of eternal life has been thrust upon somone quite accidentally. Such tragedies are few and far between, but sadly they do occur. (Monstrous Compendium Ravenloft Appendices I & II)
As Andre Duvall explored this terrible place, Azalin discovered his trespasses and confronted him. Enraged at this violation of his hospitality, the lich unleashed a stroke of magical lightning at the bard. Reacting quickly, Duvall attempted to shield himself with the great book he had been about to examine. The lightning struck the tome, which happened to be one of Azalin’s most potent books of spells, and a terrible explosion shook the castle. Showers of blazing fragments ignited fires around the room and thick, acrid smoke boiled into the air. (Monstrous Compendium Ravenloft Appendices I & II)
Dazed, but amazed that he had survived at all, Duvall fled. Azalin, intent on saving his magical laboratory, did not pursue. Thus, Duvall escaped and went into hiding. (Monstrous Compendium Ravenloft Appendices I & II)
As the days passed, it became more and more clear to Duvall that the accident in the laboratory had made some great change in his body. To his horror, he found that his heart no longer beat and that he did not breathe. He had not survived the attack, after all. (Monstrous Compendium Ravenloft Appendices I & II)
Lich Demilich: It is the stage into which a lich will eventually evolve as the power which has sustained its physical form gradually begins to fail.
Lich Archlich: ?
Mummy: Mummies are corpses native to dry desert areas, where the dead are entombed by a process known as mummification. When their tombs are disturbed, the corpses become animated into a weird unlife state, whose unholy hatred of life causes them to attack living things without mercy.
Mummies are the product of an embalming process used on wealthy and important personages. Most mummies are corpses without magical properties. On occasion, perhaps due to powerful evil magic or perhaps because the individual was so greedy in life that he refuses to give up his treasure, the spirit of the mummified person will not die, but taps into energy from the Positive Material plane and is transformed into an undead horror.
To create a mummy, a corpse should be soaked in a preserving solution (typically carbonate of soda) for several weeks and covered with spices and resins. Body organs, such as the heart, brain, and liver, are typically removed and sealed in jars.
When a greater mummy wishes to create normal mummies as servants, it does so by mummifying persons infected with its rotting disease. This magical process requires 12-18 hours (10+2d4) and cannot be disturbed without ruining the enchantment. Persons to be mummified are normally held or charmed so that they cannot resist the mummification process. Once the process is completed, victims are helpless to escape the bandages that bind them. If nothing happens to free them, they will die of the mummy rot just as they would have elsewhere. Upon their death, however, a strange transformation takes place. Rather than crumbling away into dust, these poor souls rise again as normal mummies.
Characters infected by Senmet that are mummified alive (a gruesome process), become mummies under the control of Senmet. (RA3 Touch of Death)
Undeath After Death spell. (Faiths and Avatars)
Mummy Greater: Also known as Anhktepot's Children, greater mummies are a powerful form of undead created when a high-level lawful evil priest of certain religions is mummified and charged with the guarding of a burial place.
Greater mummies are powerful undead creatures that are usually created from the mummified remains of powerful, evil priests. This being the case, the greater mummy now draws its mystical abilities from evil powers and darkness. In rare cases, however, the mummified priests served non-evil god in life and are still granted the powers they had in life from those gods.
The first of these creatures is known to have been produced by Anhktepot, the Lord of Har'akir, in the years before he became undead himself.
The process by which a greater mummy is created remains a mystery to all but Anhktepot. It is rumored that this process involves a great sacrifice to gain the favor of the gods and an oath of eternal loyalty to the Lord of Har'akir.
Centuries later, Isu read from a magical scroll a fragment of the ceremony used by Anhktepot to create greater mummies. Senmet returned to control his undead body. (RA3 Touch of Death)
Most greater mummies were created by the dread lord of Har’Akir himself and are wholly loyal to that vile creature. Senmet, however, was given his power and undead stature by Isu Rehkotep, a priestess who stumbled upon a magical scroll. (Monstrous Compendium Ravenloft Appendices I & II)
A young priestess named Isu Rehkotep discovered a magical scroll. She saw at once that it was the process by which Anhktepot created his dreadful greater mummies. (Monstrous Compendium Ravenloft Appendices I & II)
Now a minion of evil, Rehkotep recovered the mysterious scroll that she had hidden away so long ago. She began to study it and to make plans for its use. What Rehkotep did not fully understand at the time was that her scroll fragments were incomplete. She was able to awaken Senmet, but not to exercise complete control over his actions as she had expected. (Monstrous Compendium Ravenloft Appendices I & II)
Poltergeist: Some say that poltergeists are the spirits of those who committed heinous crimes that went unpunished in life.
Revenant: Revenants are vengeful spirits that have risen from the grave to destroy their killers.
Under exceptional circumstances, a character who has died a violent death may rise as a revenant from the grave to wreak vengeance on his killer(s). In order to make this transition, two requirements must be met. The dead character's Constitution must be 18 and either his Wisdom or Intelligence must be greater than 16. Also, the total of his six ability scores must be 90 or more. Even if these conditions are met, there is only a 5% chance that the dead character becomes a revenant.
If both Intelligence and Wisdom are over 16, the chance increases to 10%.
Shadow: If a human or demihuman opponent is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.
According to most knowledgeable sages, shadows appear to have been magically created, perhaps as part of some ancient curse laid upon some long-dead enemy. The curse affects only humans and demihumans, so it would seem that it affects the soul or spirit. When victims no longer can resist, either through loss of consciousness (hit points) or physical prowess (Strength points), the curse is activated and the majority of the character's essence is shifted to the Negative Material Plane.
Skeleton: All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Animate Dead spell. (Players Handbook)
Undead Plague spell. (Tome of Magic)
Kolin's Undead Legion spell. (DM's Option High Level Campaigns)
Unlife spell. (Spellbound)
Unlife spell. (Villain's Lorebook)
While some may be guardians of some site left by wizards, they are more often simply the still animated skeleton of a drowned one whose flesh became too rotted and putrid to remain attached to the bones. (Sea of Fallen Stars)
Undead Familiar spell. (Pages from the Mages)
Skeleton Animal: All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Skeleton Monster: All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.
Skeletons can be made from the bones of humans and demihumans, animals of human size or smaller, or giant humanoids like bugbears and giants.
Skeleton Giant: Giant skeletons are similar to the more common undead skeleton, but they have been created with a combination of spells and are, thus, far more deadly than their lesser counterparts.
In actuality, they are simply human skeletons that have been magically enlarged.
The first giant skeletons to appear in Ravenloft were created by the undead priestess Radaga in her lair within the domain of Kartakass. Others have since mastered the spells and techniques required to create these monsters; thus, giant skeletons are gradually beginning to appear in other realms where the dead and undead lurk.
They are created from the bones of those who have died and are abominations in the eyes of all who believe in the sanctity of life and goodness.
The process by which giant skeletons are created is dark and evil. Attempts to manufacture them outside of Ravenloft have failed, so it is clear that they are in some way linked to the Dark Powers themselves. In order to create a giant skeleton, a spell caster must have the intact skeleton of a normal human or demihuman. On a night when the land is draped in fog, they must cast an animate dead, produce fire, enlarge, and a resist fire spell over the bones. When the last spell is cast, the bones lengthen and thicken and the creatures rises up. The the creator must make a Ravenloft Powers check for his part in this evil undertaking.
Skeleton Warrior: Formerly powerful fighters, skeleton warriors are undead lords forced into their nightmarish states by powerful wizards or evil demigods who trapped their souls in golden circlets.
Spectre: Any being totally drained of life energy by a spectre becomes a full-strength spectre under the control of the spectre which drained him.
No one knows who the first spectre was or how it came to be.
Each time a spectral awnshegh touches an opponent, it transforms some of the victim’s life essence to shadow and drains 1 Constitution point. Should a character’s Constitution drop to 0, the victim turns into a spectre. (Blood Spawn)
With her last breath, she cried out for someone, anyone, to save her from death, swearing that she would do anything to keep her existence from ending like this. Then she closed her eyes and felt the bitter cold around her steal the pitiful remains of her body’s warmth. (Monstrous Compendium Ravenloft Appendices I & II)
Somewhere in the darkness of Ravenloft, her pleas were heard. A strange darkness, deeper than the blackness of the cave, seeped out of the soul of the mountain. It coiled around the young woman’s body like an ebony snake. Two pinpoints of red light like eyes smoldered to life, yet drove away none of the darkness. Then, like a cobra striking, the blackness plunged into Jezra’s body. (Monstrous Compendium Ravenloft Appendices I & II)
As the last traces of the shade vanished into the corporeal flesh of the woman, Jezra twitched and her face contorted in agony. Unseen in her tomb, her body thrashed about violently for several seconds and then was forever still. (Monstrous Compendium Ravenloft Appendices I & II)
Gradually, a cold glow filled the cave. Jezra blinked and opened her eyes. She could feel her hands and her feet again. The air no longer choked her. The cold, however, was redoubled. Her flesh seemed to tremble endlessly, and her bones pounded with an arthritic ache. She cried out in agony and rose to her feet. (Monstrous Compendium Ravenloft Appendices I & II)
Her only thought was to somehow escape from this icy darkness; had she looked down, she might have seen her own body, unmoving in death. Instead, she plunged desperately into the rocks and ice blocking her escape, passing through them as if they were but fog to her.
Create Undead Minion spell. (Prayers from the Faithful)
Troll Spectral: It is noted that a humanoid slain by a spectral troll becomes one itself in three days, unless a proper burial ceremony is performed by a priest of the victim's religion.
It has recently been noted that humans slain by a spectral troll become spectral trolls themselves in three days, unless a proper burial ceremony is performed (by a priest of the victim’s own religion, of course). (WGR1 Greyhawk Ruins)
There has been much speculation about the origin of spectral trolls. Some sages maintain that the spectral troll is simply a magical variant of normal troll, and they point to its lack of a negative material bond (i.e., no energy drain) as proof of their position. (WGR1 Greyhawk Ruins)
However, others maintain that the lack of an energy drain is no proof that the troll wraith is not undead, as many admittedly undead creatures possess no such attack. They point to the skeleton, zombie, and even the lich as prime examples of their position. (WGR1 Greyhawk Ruins)
Few believe that the troll wraith is a magical cross-breed, created by some mad wizard for his evil pleasure, as it is obvious to all that the solitary and belligerent nature of the creature makes it useless as a guardian or even as an assassin. If it was an experiment, they agree, it was certainly a failed one. (WGR1 Greyhawk Ruins)
There is new speculation that the troll wraith is not undead at all, but is in fact the product of some powerful curse gone awry. New information from dubious sources also seems to link the fate of the troll wraith to that of the mysterious shades, rumored to dwell on the plane of Shadow. (WGR1 Greyhawk Ruins)
In any case, the ecology and nature of the spectral troll, or troll wraith, is an active topic for debate among the many retired adventurers and sages-for-hire dwelling throughout Greyhawk. The actual truth behind the suspicions, allegations, and suppositions may never be known. (WGR1 Greyhawk Ruins)
Vampire: Any human or humanoid creature slain by the life energy drain of a vampire is doomed to become a vampire himself. The transformation takes place one day after the burial of the creature. Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed.
With his dying breath, he vowed that he would trade all that he held sacred for the chance to avenge himself. The Red Death heard his plea and responded. Dracula become one of the most dangerous and devoted servants of evil on the face of Gothic Earth. (Masque of the Red Death)
As he lived out the remainder of his years, Kas was steeped in the energies of the Negative Material plane. Slowly these accumulated and transformed him. The energy ate out his body from the inside. Finally, it seized his heart and soul, but Kas did not die. Instead, Kas the Terrible was transformed into one of the most fearsome of undead, a vampire. (Vecna Lives)
At their deaths, dhampir rise as vampires and irredeemable servants of evil. (A Guide to Transylvania)
Athaekeetha, like all of the vampire illithids, was created in a foul experiment conducted by the vampire Lyssa Von Zarovich and the High Master of the mind flayers. (Monstrous Compendium Ravenloft Appendices I & II)
In the end, the samurai was triumphant. Sadly, he too was dying. The vampire had tasted his life essence and left his soul drained and tainted. With a final prayer to his ancestors, he died. (Monstrous Compendium Ravenloft Appendices I & II)
To his surprise, he awoke a day or so later. His wounds, it seemed, were completely healed. Indeed, he felt better than he ever had before. He left the vampire’s lair and headed out of the cave. With luck, he hoped to rejoin his sisters before they left the island. As he reached the cave’s mouth and stepped out into the sunlight, he found himself wracked with horrible pain. He turned and tossed himself back into the cool darkness of the cavern just in time. With horror, he realized that he himself had become undead. (Monstrous Compendium Ravenloft Appendices I & II)
Undeath After Death spell. (Faiths and Avatars)
Create Undead Minion spell. (Prayers from the Faithful)
Vampire Eastern: ?
Wight: Persons who are slain by the energy draining powers of a wight are doomed to rise again as wights under the direct control of their slayer.
Characters slain by a velya return from death after three days and become wights. (Monstrous Compendium Mystara Appendix)
Unlife spell. (Spellbound)
Unlife spell. (Villain's Lorebook)
Undeath After Death spell. (Faiths and Avatars)
Create Undead Minion spell. (Prayers from the Faithful)
Wraith: The wraith is an evil undead spirit of a powerful human.
Any human killed by a wraith becomes a half-strength wraith under its control (e.g., a 10th-level fighter will become a 5 Hit Die wraith under the control of the wraith that slew him).
A wraith is an undead spirit of a powerful, evil human.
Amiq rasol that do not feed for several years will fade away until they become wraiths. (Monstrous Compendium Annual Volume Two)
Unlife spell. (Spellbound)
Unlife spell. (Villain's Lorebook)
Create Undead Minion spell. (Prayers from the Faithful)
Zombie: Zombies are mindless, animated corpses controlled by their creators, usually evil wizards or priests.
The dead body of any humanoid creature can be made into a zombie.
Zombie lord odor of death power.
With the coming of the next full moon, Coetlicrota performed a dark and evil magic ritual in which he vowed that he would gladly trade all of his magical powers for the chance to avenge his people. The Red Death, or some element of it, heard his pleas and acted upon them. As the ceremony was completed, Coetlicrota and all his followers fell dead, only to rise again at the next full moon as a pack of zombies under the absolute control of the zombie master Coetlicrota. (Masque of the Red Death)
The ghost Susannah’s passion and beauty have made quick work of many men, so lots of bodies lie in the pond. They rise much like the Josons do, as a variety of the common zombie. (Children of the Night Ghosts)
A cure disease or remove curse spell will transform a son of Kyuss into a zombie, but both spells require that the priest touch the son. (Monstrous Compendium Annual Volume Three)
Zombie Lord odor of death ability. (Monstrous Compendium Ravenloft Appendices I & II)
Any creature that is drained to zero level by an undead cloaker or its host will return from the grave in 1d4 days as a common zombie. (Monstrous Compendium Ravenloft Appendix III)
Animate Dead spell. (Players Handbook)
Kolin's Undead Legion spell. (DM's Option High Level Campaigns)
Unlife spell. (Spellbound)
Unlife spell. (Villain's Lorebook)
Creatures brought to 0 life levels by a desert wraith are transformed into zombies within 48 hours, even if raised, unless their bodies are washed in holy water. (FR 10 Old Empires)
Undeath After Death spell. (Faiths and Avatars)
Undead Familiar spell. (Pages From the Mages)
Zombie Ju-Ju: These creatures are made when a wizard drains the life force from a man-sized humanoid creature with an energy drain spell.
Undeath After Death spell. (Faiths and Avatars)
Create Undead Minion spell. (Prayers from the Faithful)
Zombie Lord: The zombie lord is a living creature that has taken on the foul powers and abilities of the undead. They are formed on rare occasions as the result of a raise dead spell gone awry.
The zombie lord comes into being by chance, and only under certain conditions. First, an evil human must die at the hand of an undead creatures. Second, an attempt to raise the character must be made. Third, the corpse must fail its resurrection survival roll. Fourth and last, a deity of evil must show “favor'” to the deceased, and curse him or her with the “gift of eternal life.” Within one week of the raise attempt, the corpse awakens as a zombie lord.
With the coming of the next full moon, Coetlicrota performed a dark and evil magic ritual in which he vowed that he would gladly trade all of his magical powers for the chance to avenge his people. The Red Death, or some element of it, heard his pleas and acted upon them. As the ceremony was completed, Coetlicrota and all his followers fell dead, only to rise again at the next full moon as a pack of zombies under the absolute control of the zombie master Coetlicrota. (Masque of the Red Death)
Jean took Marcel straight to the village shaman, who attempted to raise Marcel, but failed. Jean cried out in pain and left with his brother’s body. The shaman did not understand the true outcome of his failure, but Jean did, for his bond with his twin was strong. Instead of regaining life, Marcel had become an undead creature of the foulest sort. Marcel Tarascon had become a zombie lord! (RQ1 Night of the Walking Dead)
Zombie Sea: Sea zombies (also known as drowned ones) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the will of the god Nerull the Reaper (or another similar evil deity).
Drowned ones (also known as sea zombies) are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed, and are rumored to be animated by the will of the god Nerull the Reaper. (Greyhawk Adventures)
Drowned ones, or sea zombies as they are sometimes better known, are the wretched remains of some few of those ill-fated men lost at sea or drowned in a storm or other mishap. Unlike “normal” undead, drowned ones need not be animated by a spellcaster; some unknown force brings them to unlife. (Sea of Fallen Stars)
Those slain by a jolly roger’s touch will rise as sea zombies in 24 hours unless their bodies are blessed and then committed to the deep in a traditional burial at sea. Raise dead, resurrection, or wish will also counter this if used carefully and promptly.
Anyone living who attempts to board the jolly roger’s ship must save vs. death magic or be transformed into a sea zombie. (Monstrous Compendium Ravenloft Appendix III)
[/sblock]

Blood Spawn[sblock]
Faerie Unseelie Undead: Undead members of the Unseelie Court come into being when a faerie (of any
alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen.
Spectral Awnsheghlien: Summoned by the Cold Rider to serve his dark bidding in undeath, spectral awnsheghlien are the spirits of slain Abominations from the waking world. At their moments of death, the Cold Rider trapped their essences in the Shadow World—it would be a shame, after all, to let such pure, unmitigated evil merely scatter to the winds.
When a Cerilian awnshegh dies, the bloodline of Azrai that it carried in its veins dissipates and travels to the Shadow World. This holds true even for awnshegh victims of bloodtheft. (Recall that even with a tighmaevril weapon, the attacker receives only 5 bloodline strength points; the rest dissipate.) Only an awnshegh who invests its bloodline before death is immune to the possibility of becoming a specter.

Spectre: Each time a spectral awnshegh touches an opponent, it transforms some of the victim’s life essence to shadow and drains 1 Constitution point. Should a character’s Constitution drop to 0, the victim turns into a spectre.
[/sblock]

City by the Silt Sea [sblock]
Dwarf Cursed Dead: Dregoth personally helped defeat the dwarves of Giustenal, and he watched as each of them was hanged from the trees in front of the place they sought to defend. When his troops set fire to the remains of the settlement, Dregoth cursed the dwarves for defying Kim. On that day the cursed dead were born.
Krag: Krags are undead created when a cleric aligned to an element or para-element dies in the medium diametrically opposed to his own. The anguish and trauma of dying to the very force he devoted his life to opposing is sometimes enough to transform a cleric into a wicked and bitter undead.
Kragling: Kraglings are creatures who have perished from the elemental transfusion attack of a krag. Anything that dies in this manner has a 45% chance of coming back as a kragling in 1 -4 days.
If death results from a Krag's elemental transfusion, there is a 45% chance that the victim will become a kragling in 1d4 days.
Any creature can become a kragling if it was killed by the elemental transfusion of a krag. Silt spawn, humanoids, demihumans, humans, and even nonhumanoid monsters are all subject to the transfusion attack and thus can become kraglings. What type of kragling and how powerful it is depends on the creature's Hit Dice.
Greater kraglings are created when creatures with more than 4 Hit Dice are killed by a krag's elemental transfusion. Lesser kraglings are created via the same process, though the creatures must have less than 4 Hit Dice to fall into this weaker category.
Venger: A venger is the animated remains of some strong-willed being who suffered a great wrong in life. The wrong must have been committed by an intelligent creature who survives beyond the death of the being who will become the venger. At the moment of death, the consciousness of the wronged person is trapped by its rage and frustration within its corpse, and it rises as an undead venger 2d6 days later.[/sblock]

Savage Coast Monstrous Compendium [sblock]
Arasheem: These undead araneas retain the High Intelligence of the spider-humanoid race and still possess superior magical ability. Though they are rumored to be failed liches, no proof of this fact has been discovered.
Cursed One: The onset of the Red Curse always causes the loss of ability score points, and in some cases, cinnabryl cannot be found in time to stop this loss after the first point. When any of a person's ability scores is lowered to 0, that person dies. If special measures are not taken, that person will rise again as a cursed one.
To prevent the rise of a cursed one, one ounce of cinnabryl must be buried with the remains of anyone who dies from the attribute point loss brought on by the Red Curse.
Cursed ones are also sometimes created by the touch of an Inheritor lich.
The touch of an inheritor lich automatically kills any individual who has one or more attribute scores (with the exception of Charisma) reduced to 0 or less. The next night, however, that victim will rise as a cursed one.
Deathmare: A deathmares is the spirit of a horse that was abused and killed by an evil, sadistic owner. They return from the dead to exact revenge on all horsemen, regardless of alignment, feeding on the life forces of the riders they kill.
Lich Inheritor: These vile undead creatures are the remnants of high-level Inheritors who sought to increase their power. Through arcane, alchemical processes, they transform from living beings into powerful undead creatures.
Inheritor liches were once 15th-level Inheritors, possessing seven Legacies before transformation. No Inheritor lich of greater or lesser power has been reported. Some sages speculate that such a creature's power is limited by the transformation process, but others claim that the reason a more powerful Inheritor lich has not been encountered is because no Inheritor of greater power has attempted the transformation-yet.
To become an Inheritor lich, an Inheritor must first construct the item that will hold his life essence. This must be done by the prospective lich-never by a second party. Ideally, the red steel used in the creation of the item was worn as cinnabryl by the Inheritor. The Inheritor must also personally create a difficult alchemical preparation. This potion is something like crimson essence, but also contains steel seed, finely ground red steel, herbs, blood, and miscellaneous arcane and costly items. The exact formula is known only to a few, but it might be found in the journals of those who have attempted the process. Like crimson essence, the potion must be bathed in the magic of depleting cinnabryl for several weeks. When ready to become a lich, the Inheritor imbibes the potion; he must then make a successful system shock roll or die. If the roll is successful, the Inheritor becomes an Inheritor lich and immediately enters the Time of Change, transforming according to the Legacies possessed. However, no points are lost from ability scores during this process, and any that were subtracted previously are gained back.
Nosferatu: Human or humanoid victims of a nosferatu may later become a nosferatu only if the original undead wishes it. If so, the victim rises from the dead three days after being drained of blood, unless its body was burned or totally destroyed.
Spawn of Nimmur: When a powerful (11 or more Hit Die) Nimmurian manscorpion dies from exposure to sunlight, it has a 1% chance per Hit Die of becoming undead, rising as an avenging spawn of Nimmur when the sun sets.
If the ashes of a sun-burned manscorpion are sprinkled with holy water from a temple dedicated to the Immortal Idu (Ixion), blessed, and scattered to the four winds, the manscorpion cannot rise as a spawn of Nimmur.
Only very powerful manscorpions can "survive" the burning process to become true Spawn of Nimmur.
Ziggurat Horror: Ziggurat horrors are intentionally made by Nimmurian priests, under carefully controlled conditions.
Sprit Heroic: The heroic spirit is an undead entity who died while attempting to perform some especially heroic deed or defeat some dastardly villain.
Yeshom: Yeshoms are the undead remnants of aranean mages who sought power, got it, and paid too high a price.
Yeshoms came into being about 1,500 years ago, when a group of Herathian mages cooperated in an effort to gain immortality, augment the natural shapechanging abilities of the aranean race, and gain additional spellcasting power.
Their research effort succeeded in all three of these goals, discovering a method by which a powerful aranea could be transformed into a new form with vastly greater power. A number of Herath's best and finest mages volunteered for the treatment and were transformed into yeshoms, before the process's horrible side effects were discovered.
Zombie Red: Red zombies are usually formed when a wicked mage or priest uses the spell animate dead to enchant the corpse of an Afflicted person. A red zombie will sometimes spontaneously form when somebody dies from the "red blight," a form of illness that causes non-Legacy using creatures, or those beyond the limits of the Haze, who wear cinnabryl to lose 1 point of Constitution per day until dead. A person who dies from the red blight and is not blessed during the burial has a 10% chance of rising one day later as a red zombie.[/sblock]

MC7 Monstrous Compenium Spelljammer Appendix [sblock]
Ancient Mariner: An ancient mariner is the undead spirit of a member of a long-lost evil race that once sailed the phlogiston seas.
Mariner Shadow: Any creature killed by the energy drain of an ancient mariner becomes an mariner shadow with most of the abilities of a normal shadow.
Spiritjam: A spiritjam is the soul of an evil cleric or wizard who died while spelljamming. The spirit of the cleric or wizard remained behind when the physical body perished.[/sblock]

Corsairs [sblock]
Amiq Rasol: Amiq Rasol, also called Deep Men or Dark Men, are undead corsairs who were lost at sea, murdered, or marooned. Corsairs who refused to acknowledge or turned away from the Enlightened gods may also become amiq rasol.
Ghul-Kin Soultaker: ?
Ghul-Kin Witherer: ?[/sblock]

Caravans [sblock]
Ghul Greater: While most great ghuls are former jann, lesser ghuls are former humans. A human slain by a mage ghul may become a lesser ghul if the mage ghul sits with the human corpse for an entire night, its hands on the corpse's head. At dawn, the corpse rises as a lesser ghul. Some entities, such as noble efreeti, can transform humans to lesser ghuls, lesser ghuls to great ghuls.
Ghul Lesser: While most great ghuls are former jann, lesser ghuls are former humans. A human slain by a mage ghul may become a lesser ghul if the mage ghul sits with the human corpse for an entire night, its hands on the corpse's head. At dawn, the corpse rises as a lesser ghul. Some entities, such as noble efreeti, can transform humans to lesser ghuls, lesser ghuls to great ghuls.[/sblock]

Spellbound [sblock]
Dread Warrior: Dread warriors are enhanced undead created by the Thayan Zulkir of Necromancy, Szass Tam. Similar to zombies, dread warriors must be created immediately after death so that they retain at least minimal intelligence. They must be created from the body of a fighter of at least 4th level, dead for less than a day.
Animate Dread Warrior spell.

Animate Dread Warrior
(Necromancy)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
This spell creates an undead creature known as a dread warrior.
The spell requires the corpse of a fighter of at least 4th level who has been dead for less than one full day. After casting, the corpse rises as a dread warrior under the control of the spell's caster.

Unlife
(Necromancy)
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Negates
Used only by evil wizards, this spell enables the caster to transform a single victim into an undead creature under his or her control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of levels 1-3 become skeletons (50%) or zombies (50%). Those of levels 4-6 become ghouls, those of levels 7-8 become wights, and those of level 9 or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his or her level.
The material component of this spell is dirt from a freshly dug grave.[/sblock]

FR 10 Old Empires [sblock]
Wraith Desert: Creatures killed by skriaxits are animated three days later as desert wraiths, malevolent spirits of the sands.[/sblock]

Sea of Fallen Stars[sblock]
Zombie Sea: Drowned ones, or sea zombies as they are sometimes better known, are the wretched remains of some few of those ill-fated men lost at sea or drowned in a storm or other mishap. Unlike “normal” undead, drowned ones need not be animated by a spellcaster; some unknown force brings them to unlife.
Skeleton: While some may be guardians of some site left by wizards, they are more often simply the still animated skeleton of a drowned one whose flesh became too rotted and putrid to remain attached to the bones.[/sblock]

Faiths and Avatars [sblock]
Undead: Often in attempts to attain divine status through powerful rituals or the use of artifacts, failure (in the form of a tacit “no” from Ao) results in the mortal becoming a lich, being transformed into some other form of odd undead creature, or being totally destroyed.
Devotees of Beshaba hold special ceremonies upon the deaths of important clergy. The funeral ceremony is known as the Passing. It is a rare time of dignity and tender piety among the clergy. The body of the departed is floated down a river amid floating candles in a spell ceremony designed to make the corpse into an undead creature and teleport it to a random location elsewhere in the Realms to wreak immediate havoc. Senior clergy use spells or magical items to scry from afar to see what damage is then done by the creature’s sudden appearance.
Bhaal could animate or create any type of undead creature indefinitely by touch.
Myrkul, the Lord of Bones could animate or create any type of undead creature indefinitely by touch.

Baneguard: Create Baneguard spell.
Skuz: There was a 1% chance that any high priest of Moander would be transformed into a skuz upon death. Such undead were known as Undying Minions.

Beholder Undead: Those beholders that were slain while resisting possession by Moander the Darkbringer are transformed into rotting death tyrants (undead beholders) upon their demises.
Ghast: Undeath After Death spell.
Ghoul: Undeath After Death spell.
Lich: Often in attempts to attain divine status through powerful rituals or the use of artifacts, failure (in the form of a tacit “no” from Ao) results in the mortal becoming a lich, being transformed into some other form of odd undead creature, or being totally destroyed.
In centuries past, the Black Lord had transformed over 35 living High Imperceptors at the end of their tenure into undead “Mouths of Bane”— Baneliches.
Mummy: Undeath After Death spell.
Vampire: Undeath After Death spell.
Wight: Undeath After Death spell.
Zombie: Undeath After Death spell.
Zombie Ju-Ju: Undeath After Death spell.

6th Level
Create Baneguard (Necromancy)
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Special
C a s t i n g T i m e : 9
Area of Effect: 1 skeletal body
Saving Throw: None
The casting of this spell transforms one inanimate skeleton of size M or smaller into a Baneguard, a skeletal undead creature gifted with a degree of malicious intelligence. (For information on Baneguards, see the MONSTROUS COMPENDIUM sheets included in the revised FORGOTTEN REALMS Campaign Setting or the MONSTROUS COMPENDIUM Annual, Volume One.) The Baneguard is capable of using its abilities the round following creation and needs no special commands to attack.
The material components of this spell are the holy symbol of the priest and at least 20 drops of the blood of any sort of true dragon.

Undeath After Death (Alteration, Necromancy)
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One Banite
Saving Throw: None
This spell is a closely guarded secret within the upper ranks of the church of Bane, and its use disappeared with the death of Bane. Undeath after death is cast on worshipers of Bane upon the moments of their deaths, transforming them into different forms of undead. Which form of undead a Banite becomes depends on his or her level of experience in life. The more powerful the Banite was in life, the stronger the type of undead. Vampires created by this spell retain character abilities. (If the DM chooses to use the optional rules presented for mummies in Van Richten’s Guide to the Ancient Dead, mummies created by this spell retain character abilities, also.) The level of the caster must be higher than the level of the spell’s recipient, or the caster must make a saving throw vs. death magic or perish in the casting. In such a case, however, the spell still acts normally on the recipient.
This spell is used only on Banite victims who are about to die (0 hp) or who have died (below 0 hp, or below -10 hp if that optional rule is in use). If the spell is cast upon a Banite after his or her death, it must be cast within one round per level of the caster after death occurs; otherwise, the spirit of the Banite is too far from the body to return and take control. If the caster waits too long, the spell works as an animate dead spell, creating a mundane, mindless zombie.
Level Type of Undead
1st-3rd Ghoul
4th-6th Ghast
7th-9th Ju-Ju zombie
10th-13th Wight
14th-17th Mummy
18th+ Vampire
The material component for this spell is a black obsidian heart into which is carved the recipient’s name and the symbol of Bane. This heart is shattered during the ceremony.[/sblock]

Menzoberranzan[sblock]
Alhoon: ?[/sblock]

Pages From the Mages [sblock]
Spectral Wizard: Create Spectral Wizard spell.

Skeleton: Undead Familiar spell.
Zombie: Undead Familiar spell.

Undead Familiar
(Necromancy)
Level: 5
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 corpse or skeleton
Saving Throw: None
Using this spell, an evil wizard animates a corpse to act as his familiar. The .subject. can be in any stage of decay to the point of being nothing more than a skeleton. Any human, demihuman, or humanoid corpse can be animated. The resulting zombie or skeleton has the same abilities and immunities as a normal undead creature of its type, but has 1d3 points of Intelligence. The wizard has an empathic link with the familiar and can issue mental commands at a distance of up to one mile. Empathic responses from the familiar are basic and unemotional, and such a familiar is unlikely to be distracted from its task.
If separated from the caster, the familiar loses 1 hit point each day, and is destroyed when reduced to 0 hit points. When the familiar is in physical contact with the wizard, it gains the wizard's saving throw against special attacks; it suffers damage as normal, according to whether or not it makes its saving throw. If the familiar is destroyed, the caster must immediately make a successful system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar is destroyed.
An undead familiar can be turned normally, but cannot be destroyed by turning. If within sight of its master, it is turned as a wight.
A wizard can have only one familiar of any type at any time. An undead familiar accepts more abuse than a normal familiar would.
The spell requires a corpse or skeleton and a silver ring that is placed on one of the familiar's fingers.

Create Spectral Wizard
(Necromancy)
Level: 8
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 wizard
Saving Throw: Special
This spell allows the caster to cause a human or elf wizard or a gnome illusionist to die and become a spectral wizard. If the spell is cast on an unwilling recipient, the victim is allowed a saving throw vs. death magic to negate the spell.
In the process of dying and becoming undead, the spell's recipient is drained of 1d4 levels. Once animated, the spectral wizard is free-willed, but any utterance from its creator acts as a suggestion spell upon it. Only a wish spell can free a spectral wizard of its undead state. A spectral wizard is restored to life has a 50% chance to be restored with his original levels intact. It is possible that another undiscovered process may restore the spectral wizard entirely.[/sblock]

Prayers From the Faithful [sblock]
Ghoul: Create Undead Minion spell.
Ghast: Create Undead Minion spell.
Spectre: Create Undead Minion spell.
Vampire: Create Undead Minion spell.
Wight: Create Undead Minion spell.
Wraith: Create Undead Minion spell.
Zombie Ju-Ju: Create Undead Minion spell.

Create Undead Minion
(Alteration, Necromancy)
Level: 7
Sphere: Necromantic
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One living sentient being or the corpse of one
Saving Throw: Neg.
This spell is available only to faiths headed by deities of evil alignments. The caster of this spell creates the form of an undead creature. The type of undead creature created depends upon the level of the caster and the condition of the victim.
The spell may be cast on a living or a dead subject. Dead subjects must have died within the previous 24 hours, and their bodies must be in good shape. If dead subjects fail their saving throws vs. spell, they transform into ghouls, the only type of undead that can be created from a dead subject with this spell.
Subjects who are still alive when this spell is cast become more powerful undead minions. If such subjects fail their saving throws vs. spell, they transform into the type of undead indicated below, depending on the casting priest’s level. Casters can create any type of undead listed on the table up to their level limit. Thus, an 18th-level priest can create a ghoul or a ghast as easily as a vampire. Undead creatures of any sort created by this spell never retain character abilities.
Cleric Level Type of Undead
14th Ghoul
15th Ghast
16th Ju-ju zombie
17th Wight
18th Wraith
19th Spectre
20th+ Vampire
The transformation into an undead creature takes the full turn of the casting time to be completed. If the spell is interrupted (or dispelled) before the turn is complete, the subject is rendered unconscious for a turn and returns to normal at the end of that turn.
The undead creature created by this spell is under the complete control of the caster. If the controlling priest is later killed, the undead minion must make a successful saving throw vs. death magic or perish as well. Surviving undead creatures become free-willed.
The components of this spell are the holy symbol of the caster, dirt from a graveyard, and the fingernail of one of the forms of corporeal undead listed on the table above.[/sblock]

Villain's Lorebook [sblock]
Dread Warrior: Dread Warriors are a form of undead created by SZASS TAM. They can be produced from any warrior of at least 4th level who's been dead less than 24 hours.
Animate Dread Warrior spell.
Blood Warriors: The Blood Warriors are a type of undead soldier created by Kazgaroth. The Beast used his corrupting mass charm ability to transform a troop of normal living beings into his fanatically loyal, undead servants.
Kazgaroth's final offensive power is perhaps its most insidious. A corrupted form of the mass charm spell, this ability transforms a troop (up to 500 persons) of living beings into the undead minions of Bhaal known as the Blood Warriors.
Spirit Wraith: Zin-Carla spell.

Ghoul: Unlife spell.
Skeleton: Unlife spell.
Wight: Unlife spell.
Wraith: Unlife spell.
Zombie: Unlife spell.

Animate Dread Warrior
(Necromancy)
Level: 6
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: One creature
Saving Throw: None
This spell creates an undead creature known as a dread warrior. The spell requires the corpse of a fighter of at least 4th level who has been dead for less than 24 hours. After casting, the corpse rises in 1-4 rounds as a dread warrior under the control of the spell's caster.

Unlife
(Necromancy)
Level: 8
Range: Touch
Components: V,S,M
Duration: Permanent
Casting Time: 8
Area of Effect: One creature
Saving Throw: Neg.
Used only by evil wizards, this spell enables the caster to transform a single victim into an undead creature under his control. The caster touches the subject, who must then save vs. death magic. If the save fails, the subject instantly dies and is transformed into an undead creature under the control of the caster.
The exact type of undead depends upon the level of the victim. Individuals of 1st-3rd level become skeletons (50%) or zombies (50%). Those of 4th-6th level become ghouls, those of 7th-8th level become wights, and those of 9th level or higher become wraiths.
Using this spell, the caster can control a number of undead creatures equal to his level.
The material component of this spell is dirt from a freshly dug grave.

Zin-Carla
(Necromancy)
Level: 7
Sphere: Necromantic (Lolth)
Range: Touch
Components: V,S,M
Duration: Varies
Casting Time: 4 rounds
Area of Effect: One creature
Saving Throw: Special
This spell is “the highest gift of Lolth,” granted rarely even to favored drow priestesses. It is a special form of animate dead, which creates a special sort of zombie known as a spirit-wraith. Imbued with skills, hit points, armor class, and THAC0 it have in life, this creation is telepathically linked to and controlled by the caster of this spell, usually a drow matron mother.
This spell may not be instantaneously granted, or may be denied entirely, at Lolth's (as in the DM's) will. It is granted only for the completion of specific tasks, and these may never be purely to work revenge or bring harm on other drow. Failure in the task brings on the disfavor of Lolth.
Zin-carla involves the forcible return of a departed soul or spirit to its body. Only through the willpower and exacting, sleepless control of the caster are the undead being's desired skills kept separate from unwanted memories and emotions. The duration of the spell is limited by the needs of the task, the patience of Lolth, and the mental limits of the caster, for a total loss of control usually means failure.
So long as that control is maintained, the spiritwraith cannot tire or be distracted from its task. It does not feel pain or disability, and will continue to function as long as it remains mobile.
A spirit-wraith cannot be made to cast spells without losing control over its mind entirely, but can fully use combat and craft-skills possessed in life. If control is lost, the wraith becomes a revenant, driven by hatred and the memory of its violation at the hands of the zin-carla caster. Uncontrolled spiritwraiths do not stop until the zin-carla caster is destroyed.
A spirit-wraith driven to do something against its old nature has a chance of breaking free of its control (treat as a charm spell, with the same saving throw as in life). For example, one cannot successfully use this undead to destroy a being that it loved in life. (A fact that Matron Malice Do'Urden learned to her chagrin.)
Spell-like natural powers (such as the levitation ability of drow) are retained and can be used by the undead. The spirit-wraith can use its former experience and memories, as much as allowed by the spellcaster. Both the spirit-wraith and the caster are immune to the effects of spells that attack the mind, and similar spell-like powers (such as the mental blast of a mind flayer). It knows wariness, anger, glee, hatred, frustration, and triumph, but not fear. It cannot be controlled by the spells and priestly powers normally used to command encountered undead, and control of it cannot thereby be wrested away from the caster of the zin-carla.
Spirit-wraiths do not breathe, but can speak (if allowed to do so by their controller). They can utter command and activation words, and the controlling caster can speak through them directly, but spell incantations will take effect if uttered by the undead.
To stop a spirit-wraith it must be physically destroyed; if it is still able to even crawl, it will do so, tirelessly, searching for a way to complete its task.
The material components of this spell are the corpse to be re-animated, and a treasured object that belonged to the person to be controlled. If the corpse is badly decomposed or not whole, other spells (such as Nulathoe.s ninemen) and magical unguents also will be required, to restore it to a whole condition.
Wizards and other powerful creatures (such as mind flayers, aboleth, or cloakers) who raid and despoil drow cities can expect to face either a full-scale attack-or a spirit-wraith or two.[/sblock]