Undead Origins

Voadam

Legend
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 (and Page 149) with cumulative information as I go and add individual posts for various sources after that.

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

edit:

The second post had become too big to update under the old system, so I broke it down into more manageable subsections starting here: Page 149.

The second post is now huge, over 1,300 pages in word, and more than a bit unwieldy to manage so I will update the page 149 links more frequently.
 
Last edited:

log in or register to remove this ad

Voadam

Legend
Cumulative Listing by source through 1/1/2020:

5e
5e Compilation
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (5e SRD v 5.1)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Avatar of Death: ?
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
Banshee, Maatkare Abastet: ?
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
Deathwisp: ?
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
Dracolich Adult Blue: ?
Dracolich Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost Ghostly Drake: ?
Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin,: ?
Ghost Elven Wizard Ghost: ?
Ghost Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Create Undead spell. (5e SRD v 5.1)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Beggar Ghoul: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Ghoulish Derro: ?
Ghoul Imperial Ghoul: ?
Ghoul Iron Ghoul: ?
Ghoul Large Ghoul: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Gray Thirster, Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, God-Wizard Kuluma-Siris: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Vecna: ?
Lich, Githyanki, Vlaakith, Lich-Queen: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Catfolk Mummy: ?
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Naga Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Phantom: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animate Dead spell. (5e SRD v 5.1)
Skeleton Burning Skeleton: ?
Skeleton Skeletal Pony Slinger: ?
Skeleton Minotaur Skeleton: ?
Skeleton Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Strigoi: ?
Undead Dragon Black Wyrmling: ? (Manastorm: World of Shin'ar NPC Codex)
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Gnoll: ?
Undead Mount, Draugir: ?
Undead Purple Worm: ?
Vaettir: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Beholder Zombie: ?
Zombie Ogre Zombie: ?
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Liquid Zombie: ?

5e WotC
5e SRD v 5.1:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: ?
Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new
shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.

Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.

D&D Basic Rules Version 1.0:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Monster Manual:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

3rd Party
Manastorm: World of Shin'ar NPC Codex:
Undead Black Dragon Wyrmlings: ?

Midgard Worldbook for 5th Edition and Pathfinder
Banshee, Maatkare Abastet: ?
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?

Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.

ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.

Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.

UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

Ponyfinder Campaign Setting
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.

Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.

Ponyfinder Everglow Bestiary
Skeletal Pony Slinger: ?
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.

D&D Next:
Dungeon 213
Enlarged Skeleton: ?
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.

Dungeon 221
Kel the Eldest, Human Lich: ?
Wight: ?

4e
4e Compilation
Undead: Theories abound regarding the origin and creation of undead, from the hushed tales told by simple peasants to the exotic research performed by sages and wizards. None agree, and only one fact is certain: Undead exist in the world and have since time immemorial. (Open Grave Secrets of the Undead)
The origin of undead can be traced back to a time eons ago, when the primordials thrived before the first foundations of the world were even a rumor. Immortal in the sense that they knew no age and withstood any hurt, these were beings of manifest entropy. (Open Grave Secrets of the Undead)
In these earliest days, souls shorn of their bodies simply departed the cosmos, taken to a place beyond all reckoning. When the primordials first crafted the world, they had little regard for the fate of souls. But some among them recognized soul power as a potent force, and they hungered for it. These entities stopped up the passage of souls. With nowhere to go, many souls were either consumed by primordials that had a taste for such spiritual fare, or, finding no further road or final purpose, sputtered out and dissipated, gone forever. Others persisted, becoming undead. (Open Grave Secrets of the Undead)
Sentient living creatures have a body and a soul, the latter of which is the consciousness that exists in and departs from the body when it perishes. A body’s “life force” that drives a creature’s muscles and emotions is called the animus. The animus provides vitality and mobility for a creature, and like the soul, it fades from the body after death. Unlike the soul, it fades from the body as the body rots. (Open Grave Secrets of the Undead)
If “revived” in the proper fashion, the animus can rouse the body in the absence of a soul. (This phenomenon is what makes it possible for creatures that were never alive, such as constructs, to become undead.) In some cases, the animus can even exist apart from the body as a cruel memory of life. Such impetus can come from necromantic magic, a corrupting supernatural influence at the place of death or interment, or a locale’s connection to the Shadowfell. Strong desires, beliefs, or emotions on the part of the deceased can also tap into the magic of the world to give the animus power. (Open Grave Secrets of the Undead)
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough impetus to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the sympathies they had in life. A wight has a body and a feral awareness granted by the animus, but no soul. Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy. (Open Grave Secrets of the Undead)
The Shadowfell most often serves as the source of this impetus. In the Shadowfell, bodiless spirits are common, as are undead. Something within this echo-plane’s dreary nature nurtures undead. This shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromantic powers or rituals. Or it can be siphoned into areas strongly associated with death, pooling there. (Open Grave Secrets of the Undead)
Some undead retain their souls after the death of the body. Rituals allow this sort of transformation. A potent destiny or vigorous enough strength of will sometimes enables (or forces) a creature to transcend death. (Open Grave Secrets of the Undead)
When most living creatures think about how undead come into being, they connect the origin of undead with the animation of a dead body. That said, undead are actually “born” in a variety of ways. (Open Grave Secrets of the Undead)
Powerfully evil acts resonate with such force that they can ripple across dimensions and open cracks in reality, permitting malevolent entities to escape into the mortal world. These entities seek out corporeal flesh, in particular the recently vacated vessels of the damned. Once inside the host, these spirits corrupt the animus, granting the corpse a semblance of life. (Open Grave Secrets of the Undead)
An evil, perverse, and intelligent creature can be reborn into undeath when the influence of the animus revives the memories of the vessel’s previous host, although the soul of the creature is not present—these sorts of undead are just particularly wily animus-driven undead. (Open Grave Secrets of the Undead)
At other times, atrocious deeds call dark spirits into the cadaver of the newly deceased, leaving the original soul intact. Sometimes, good souls can be trapped within their bodies, to be slowly turned to evil as the depraved spirits corrupt the soul. (Open Grave Secrets of the Undead)
Sites where evil creatures lair or where evil artifacts are stored can act as strong catalysts in the creation of undead. Undead so created are usually mindless animate corpses. Sometimes they are more powerful, soul-bearing undead whose spirits were corrupted while they lived in an area of tainted ground, and thus the creatures fell directly into undeath when their bodies succumbed. (Open Grave Secrets of the Undead)
Though some believe that some kind of fell power energizes animate creatures, it is more accurate to say that the animus or spirit resident in a walking corpse provides an undead creature with the requisite motive force for movement, and perhaps enough additional force to talk and even reason, and—most important—enough animation to prey on other creatures. (Open Grave Secrets of the Undead)
Dark deeds conducted by others can serve as a trigger for unlife, especially if such deeds accrue over months or years in one particular location. Such an area, more than any other, is worthy of the term “tainted by evil,” though the religious-minded sometimes call such areas unsanctified ground. (Open Grave Secrets of the Undead)
When a living creature is drained to death by evil agencies, the husk of the body becomes a shell that is particularly susceptible to the influence of unlife. When an undead creature is responsible for draining the life force from a living creature, the creation of a new undead from the dead flesh is not assured, but the door is certainly open for unclean spirits to move into the recently evacuated house of the body.
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. (Open Grave Secrets of the Undead)
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. (Open Grave Secrets of the Undead)
Sometimes undead are created when corpse parts are sewn together to form a great amalgam of death. Then, when the composite corpse is touched with lightning and the proper reanimation ritual performed, an undead creature rises, its mind rotted but its flesh strong with the animus of several beings. Such creatures share some external visual similarities to flesh golems, but are different in ability and origin. (Open Grave Secrets of the Undead)
All undead were once living beings, in that they had a soul. Soulless constructs do not and cannot become undead. (Open Grave Secrets of the Undead)
Some necromancers use the arcane power source to fuel their magic, while others call upon the power of shadow to effect their dim miracles. Still others animate undead by the power of the divine, calling on fell gods to raise legions of bound wraiths to their will. (Open Grave Secrets of the Undead)
Some undead are born as a result of sheer force of will. These rare individuals staved off the afterlife by harnessing the great power of their soul (or ki). Rarer still, other undead abominations call upon the great psionic powers of the mind to cheat death. (Open Grave Secrets of the Undead)
Several varieties of undead can create new unliving progeny. Taking a broader view, undead self-propagation might be regarded as an infectious disease: It is nasty, it is easily spread, and it kills its hosts. (Open Grave Secrets of the Undead)
Unless they seek to animate the bodies of the dead, living beings should know better than to bury bodies in the Shadowfell. Though rituals exist to keep a corpse temporarily free of unlife, it’s better not to chance such things. Even when such rituals are used, corpses (whether buried or left behind untended) are likely to rise in the Shadowfell as shambling dead. Evil individuals are certain to rise as particularly nasty soulless monsters. In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
A decade ago, evil humans inhabited the valley where the cemetery of Kravenghast Necropolis now stands. Obsessed with death, the people performed living sacrifices on the tops of the mountains that frame both ends of the valley. They buried the mangled remains of the sacrifices in unhallowed graves in a central cemetery. Over time, the sacrifice victims rose as undead, though they were confined to the place of their burial. (Open Grave Secrets of the Undead)
When the Tower of Zoramadria was moved across the Feywild through a ritual, the life force of many of its inhabitants was drained off to power that ritual. Many of Zoramadria’s students that escaped permanent destruction did so only by embracing undeath. (Open Grave Secrets of the Undead)
The preservation fluid within a brain’s jar is a valuable alchemical material, especially useful for crafting undead. (Open Grave Secrets of the Undead)
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. (Open Grave Secrets of the Undead)
Many days south of Balic, a great plain of broken, black obsidian interrupts the monotony of the Endless Sand Dunes. The obsidian differs throughout the plain—it can be smooth and glassy, low and razor-edged, or shattered into jagged chunks 20 or 30 feet tall. Here and there, bare hillocks rise above the obsidian waves, crowned by a clump of hardy bushes or a small tree, or half-buried remnants of city walls jut out of the glistening glass like the bones of a creature that died in a tar pit. During the Cleansing Wars, a terrible battle was fought on this plain, and a defiler of awesome power broke the world’s skin, flooding the area with molten black glass to destroy whole armies with one dreadful ritual. (Dark Sun Campaign Setting)
With no food, little water, and no shelter to speak of, the Dead Land is one of the worst regions on Athas. By day, the sun’s heat on the black ground can kill a traveler within hours; at night, the armies slain here rise as hateful undead, driven to reenact the last battles of their lives. (Dark Sun Campaign Setting)
According to rumors, the Black Sands region was created by defiling magic that predated the rise of the city-states and their rulers. Supposedly, an ancient ruined city, haunted by hateful ghosts of a past age, lies at the center of the Sands, and any who enter its crumbled walls are doomed to join the undead spirits. (Dark Sun Campaign Setting)
Portals to Orcus’s realm of Thanatos might overlay the doors of mausoleums or stand among oddly arranged headstones. When a portal to Thanatos opens, the skies darken and the weather turns cold. The shades of folk that died in the surrounding lands reappear to wreak havoc, then vanish. The earth boils beneath cemeteries, churned by the dead. Within 10 squares of such a portal, a creature that dies rises on its next turn as a mindless corporeal undead of a type of the DM’s choice. (Demonomicon)
Dragons that wish to learn the secret of becoming undead could do worse than follow the tenets of Vecna. (Draconomicon I Chromatic Dragons)
Buried deep, beyond the prying eyes of the common worshipers, is an ossuary where Vol’s mummy high priest, Malevanor, performs the most profane rituals, twisting corpses with dark magic to create atrocities and undead horrors. (Eberron Campaign Guide)
To shore up the nation’s demoralized and weakened armies, the Blood of Vol provided Karrnath with rituals that produce loyal undead warriors. (Eberron Campaign Guide)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves. (Forgotten Realms Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
The catacombs are tainted by the presence of Vadin Cartwright, a priest of Tharizdun. In the abbey's vaults, Vadin discovered a red crystalline substance he calls the Voidharrow, which he believes contains a fragment of the Chained God's essence. He has taken up residence in the catacombs, experimenting with how his own power to create undead interacts with the Voidharrow. (Madness at Gardmore Abbey)
Some souls can and do escape the finality of death. Those who fear what lies beyond, and a few too blinded by anger or hate to willingly move on, cling to their bodiless existence in the Shadowfell. These fearful, miserable, or hateful creatures often become undead of various sorts. (Manual of the Planes)
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over centuries, clerics of dark gods, cultists of Orcus, amoral wizards, and necromancers of the worst sort have created countless thousands of undead monsters using heinous rituals. (Manual of the Planes)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
Just as horrific, undead sometimes create themselves. (Manual of the Planes)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Those that die on Thanatos rise in moments as undead. (Manual of the Planes)
Many of the angels who refused to rebel were condemned to torment and death here, and they linger in Cania’s depths as undead creatures of terrible power. (Manual of the Planes)
Although Pluton is largely abandoned, and no new mortal souls come here, some spirits feared to pass into true death and chose to cling to the half death that Nerull granted them. Most of these are now hateful, mindless undead creatures. (Manual of the Planes)
Between the Dread Ring’s outer wall and its central tower lies a true chamber of horrors. Stone-and-steel slabs hold bodies and parts of bodies. Some are fresh, still bleeding and occasionally twitching; others are ancient, covered in grave soil, mummified, or reduced to bone. More corpses, severed limbs, and disembodied heads hang on hooks around the room’s perimeter and are heaped in corners, awaiting use. Flasks and barrels contain blood, other bodily humors, and alchemical reagents used to render flesh soft and supple. Runes of necromantic magic adorn the walls, ceiling, and floor. (Neverwinter Campaign Setting)
An array of iron sarcophagi and tall vats lines two walls. Tubes protrude through the stone coffins’ sides, ready to pump fluids through the body of any creature placed within. (Neverwinter Campaign Setting)
A portion of the Thayans’ undead force is animated elsewhere, through necromantic rituals, but the bulk of the raisings occurs here. This “factory” has been designed and enchanted to raise corpses far faster and in far greater numbers than spellwork alone. (Neverwinter Campaign Setting)
Deadhold was forged in eons past when Orcus seized an astral domain and slew its residents. The demon prince then raised the slain residents as the living dead and drew the realm into the Shadowfell where he could hide it and cultivate it for future use. (P2 Demon Queen's Enclave)
Normally the spirits of the dead travel first to the Shadow fell, using it as a conduit to their final destiny. Some are claimed by the gods and carried to divine dominions, while others join the Raven Queen. A few refuse to go gracefully and become undead. (P3 Assault on Nightwyrm Fortress)
Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits. (Player's Option Heroes of Shadow)
Servitude in Death power. (Player's Option Heroes of Shadow)
Shackles of the Grave power. (Player's Option Heroes of Shadow)
Acererak's Apotheosis power. (Player's Option Heroes of Shadow)
Abomination: AGELESS THOUGH THEY ARE, IMMORTALS CAN DIE, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. (Open Grave Secrets of the Undead)
Abomination Discord Incarnate: AT THE DAWN OF CREATION, mighty couatls—winged serpents of purity and virtue—strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates—perverse abominations bent on wanton destruction. (Open Grave Secrets of the Undead)
Discord incarnates arose during the cosmic war between the gods and the primordials. (Open Grave Secrets of the Undead)
Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces—a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. (Open Grave Secrets of the Undead)
Abomination Rotvine Defiler: A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost—life. (Open Grave Secrets of the Undead)
A rotvine defiler is the profane remnant of an immortal devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence. (Open Grave Secrets of the Undead)
A rotvine defiler arises when a creature makes a sacrifice over the monster’s earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories. (Open Grave Secrets of the Undead)
Absalom: Absalom was born human. He was selected as Dregoth’s new high priest after Giustenal’s fall. He was among the first survivors the undead sorcerer-king transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. (Dark Sun Creature Catalog)
Arath Nightcaller: ?
Arcanian: TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait. (Monster Manual 3)
Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards. (Monster Manual 3)
Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian. (Monster Manual 3)
When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy. (Monster Manual 3)
Arcanian Blue Arcanian: ?
Arcanian Blue Arcanian, Vandomar: In his last attempt to revive Elaida, he unleashed a mighty spell that simultaneously animated her corpse as a flesh golem and transformed him into an undead monster-an arcanian that still haunts the upper level of his tower. (Madness at Gardmore Abbey)
The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process. (Madness at Gardmore Abbey)
Arcanian Green Arcanian: ?
Arcanian Red Arcanian: ?
Ash Remnant: They are the last vestiges of those who failed to escape the mist. (Eberron Campaign Guide)
Ash remnants are thought to be the final victims of the Mourning, the last remains of those who perished at the boundaries of the Mournland when it was created. They are animated by raw hatred and despair, constantly reliving the terror of the Mourning in the shattered remnants of their minds. (Eberron Campaign Guide)
Ashardalon's Heart: Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. (Draconomicon I Chromatic Dragons)
Atropal: Atropals are unfinished godlings that had enough of a divine spark to rise as undead. (Monster Manual)
Atropus, The World Born Dead, A vast primordial of undeath, spawner of the atropals. (Player's Option Heroes of the Elemental Chaos)
Atropal, Harrowzau the God Swallower: ?
Atropal, Harrowzau the Unborn: ?
Barrowhaunt: The Barrowhaunts are a group of five former adventurers bound to the lands surrounding the Sword Barrow. Their deeds in life are seldom recollected, and no one is truly sure why their spirits have never been laid to rest. Now they savagely attack any who enter the lands of their trust. Many rumors exist about the exact nature of their curse; one common legend suggests that they sought to plunder the Sword Barrow and evoked the wrath of a warlord entombed within. The warlord’s spirit called to the native hill folk in the area, who marched to the Sword Barrow to confront the adventurers and reclaim the warlord’s treasures. The adventurers, rather than relinquish their trove, slaughtered the hill folk. A dying elder placed a curse on the adventurers’ souls, binding them to the land for all of eternity. (Monster Vault Threats to the Nentir Vale)
At first, the elder’s curse seemed empty and hollow, but every time the adventurers left the Gray Downs to sell their hard-won loot, they could not help but return to the hills in search of even greater treasures. Eventually, their greed surpassed their skill. Descending deeper into the Sword Barrow than they’d ever gone before, the adventurers fell prey, one by one, to horrid monsters and insidious traps. Though cursed to haunt the Gray Downs and guard “their” barrows from other would-be pillagers, they still seek out treasures and relics for themselves. The spoils of their exploits are stashed in an ancient crypt deep within the Sword Barrow. Their motive for collecting such worldly possessions isn’t clear, but some believe they are forced to sate their everlasting yearning for adventure and exploration. (Monster Vault Threats to the Nentir Vale)
Barrowhaunt, Adrian Icehaunt Reginold: ?
Barrowhaunt, Baldos Grimehammer: ?
Barrowhaunt, Cassian d’Cherevan: ?
Barrowhaunt, Joplin the Sly: ?
Barrowhaunt, Uthelyn the Mad: ?
Barrowhaunt Lingering Spirit Warrior: Traveling and fighting alongside the Barrowhaunts are the spirits of the creatures they have slain—intelligent monsters, slaughtered tomb robbers, and ancient hill folk. (Monster Vault Threats to the Nentir Vale)
Beholder Ghost Beholder: Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders. (Monster Manual 3)
Beholder Undead: BEHOLDERS ARE AMONG THE MOST FEARED and deadly monsters to prowl the world. Yet even beholders succumb to death, and when they do, necromancers sometimes find use in their vile remains. (Open Grave Secrets of the Undead)
Beholder Undead Beholder Death Emperor: A beholder death emperor is a more powerful version of the beholder death tyrant. (E1 Death's Reach)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Beholder Death Tyrant: A death tyrant beholder is an animated corpse of an eye tyrant. (Open Grave Secrets of the Undead)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Bloodkiss Beholder: The necrotic forces that reanimate a bloodkiss beholder warp and change the creature’s flesh, making the monster barely akin to its living counterpart. (Open Grave Secrets of the Undead)
Beholder Undead Eye of Death: ?
Black Bloodspawn: Dwelling primarily in the White Kingdom near the Lake of Black Blood, black bloodspawn are the progeny of Gorgimrith, the Hunger in the Mountain. Whenever the massive entity desires, it can slough off bits of its rotted organ walls to create black bloodspawn. (E2 Kingdom of the Ghouls)
Black bloodspawn are actually mobile mouths of Gorgimrith, the Hunger in the Mountain. They spawn from its massive body and sometimes travel far from the White Kingdom. (E2 Kingdom of the Ghouls)
Black Bloodspawn Devourer: ?
Black Bloodspawn Hunter: ?
Blackstar Knight: BLACKSTAR KNIGHTS ARE UNDEAD SPIRITS housed in vessels of animate black stone. (Open Grave Secrets of the Undead)
These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. (Open Grave Secrets of the Undead)
Blaspheme: CRAFTED FROM PIECES OF CORPSES and given life through alchemy and magic, blasphemes are intelligent, cunning undead. (Open Grave Secrets of the Undead)
Blasphemes are created from pieces of multiple corpses. Through carefully guarded rituals, these crafted forms are given life or, in a few cases, infused with the creator’s intelligence. (Open Grave Secrets of the Undead)
Blasphemes are crafted from pieces of corpses and given life through alchemy and magic. (E1 Death's Reach)
Blaspheme Disciple: ?
Blaspheme Disciple Keeper: ?
Blaspheme Entomber: ?
Blaspheme Fragment Keeper: ?
Blaspheme Grave Chill Blaspheme: ?
Blaspheme Imperfect: ?
Blaspheme Imperfect Keeper: ?
Blaspheme Knight: ?
Blaspheme Knight Keeper: ?
Blaspheme Soul Vessel: ?
Blaspheme Unholy Slayer: ?
Bodak: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak. (Monster Manual)
A nightwalker can turn a humanoid it has killed into a bodak using an arcane ritual that only works when cast in the Shadowfell, and only when cast by a nightwalker. Nightwalkers alone can warp the void energies of the Shadowfell to create such horrors. (Monster Manual)
Nightwalkers create bodaks and use them as assassins. (Open Grave Secrets of the Undead)
Nightwalkers often use evil rituals to restore their victims to a mockery of life, cursing them to rise as bodaks. (Manual of the Planes)
If legend can be believed, Vecna or one of his disciples taught nightwalkers the ritual to create bodaks in exchange for a pledge of loyalty to the Maimed God. (Manual of the Planes)
Bodak Frost Giant Bodak Reaver, Jarl Hargaad: When the giants first landed on the Frost Spire, they looted many of the tombs they found here. They left this cave alone. Jarl Hargaad rests here, though the looting of his vassals' burial grounds has awoken him from his eternal slumber. He has risen as a bodak. (Revenge of the Giants)
Bodak Reaver: ?
Bodak Skulk: ?
Bodak Skulk Fey Bodak Skulk: A ruthless eladrin uses a couple of bodak skulks infused with fey powers as bodyguards and also to hunt his enemies. (Dungeon Master's Guide 2)
Bone Worm: ?
Bone Yard: A BONE YARD IS A MASS OF ANIMATED BONES that rises up due to a tragedy, massacre, or desecration. (Open Grave Secrets of the Undead)
Bone Yard Charnel Cinderhouse: Charnel cinderhouses arise when a conflagration consumes a building and kills the inhabitants. (Open Grave Secrets of the Undead)
Bone Yard Desecration: A DESECRATION IS THE ANIMATED REMAINS of a desecrated cemetery. (Open Grave Secrets of the Undead)
This creature arises when a cemetery is desecrated by the community that created it. (Open Grave Secrets of the Undead)
Bone Yard Pit of the Abandoned Regiment: BORN OF THE ROTTING, SKELETAL REMAINS of soldiers left to die after battle, the pit of the abandoned regiment is a force driven by hatred and revenge. (Open Grave Secrets of the Undead)
This creature is the amalgamated remains of a regiment of soldiers that was left to die after a battle.
Boneclaw: BONECLAWS ARE MAGICALLY CONSTRUCTED UNDEAD built to hunt and slay the living. (Monster Manual)
One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual. (Monster Manual)
Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it. (Monster Manual)
Boneclaws are vicious undead created by dark powers to hunt the foes of their creators. The ritual to create boneclaws is jealously guarded by the few casters that know it. (Open Grave Secrets of the Undead)
Boneclaw Frost Giant Boneclaw: ?
Boneclaw Impaler: ?
Bonestorm: ?
Brain in a Jar: A BRAIN IN A JAR IS THE PRESERVED BRAIN of a sinister being who sought to escape death. Through ritual magic and complicated alchemical processes, the brain is kept alive, retaining all the memories and mental faculties of its former host. (Open Grave Secrets of the Undead)
Different kinds of brains in jars exist, though each is created using the same principles. (Open Grave Secrets of the Undead)
Brain in a Jar Brain in a Broken Jar: A brain in a broken jar is created through incomplete rituals, spoiling fluids, or damaged containers. (Open Grave Secrets of the Undead)
Brain in a Jar Brain in an Armored Jar: ?
Brain in a Jar Exalted Brain in a Jar: This is a brain taken from a powerful creature by devotees to preserve the subject’s knowledge and wisdom. (Open Grave Secrets of the Undead)
Burning Dead, Fiery Undead: ?
Cauldron Corpse: ?
Cauldron Mote: ?
Corpse Marionette: This thing is a creation of Borrit Crowfinger’s magic. (Dungeon Delve)
Corrupted Yuan-Ti Malison Incanters: ?
Crawling Claw: THIS SEVERED HAND OR PAW has been animated by foul magic.
Crawling claws are severed hands, feet, or paws that have been animated by necromantic rituals or by spontaneous necrotic energy. (Open Grave Secrets of the Undead)
The most basic crawling claw is crafted from any hand or paw. (Open Grave Secrets of the Undead)
Crawling Claw Crawling Gauntlet: Crawling gauntlets are severed hands enchanted or trained to serve as minions. (Open Grave Secrets of the Undead)
Crawling Claw Dragonclaw Swarm: Dragonclaw swarms are the result of necromantic experiments with dragon bones. (Open Grave Secrets of the Undead)
Crawling Claw Lich Claw: Liches that want to humiliate and dominate their rivals seek out other liches to acquire pieces to make lich claws. Many lich claws occur spontaneously, due to the saturation of necrotic energy in the chambers of defeated liches. (Open Grave Secrets of the Undead)
Crawling Claw Swarm: Crawling claw swarms are the result of numerous severed limbs lost in a horrible battle. Sometimes the limbs animate on their own; other times, necromancers sweep a battlefield for useful pieces. (Open Grave Secrets of the Undead)
Death Chief: The undead king reanimates each clan chieftain who dies, forming the Dodforer, a council of “Death Chiefs” who serve him. (Forgotten Realms Campaign Guide)
Death Knight: DEATH KNIGHTS WERE POWERFUL WARRIORS who accepted eternal undeath rather than face the end of their mortal existence. With their souls bound to the weapons they wield, death knights command necrotic power in addition to their undiminished martial prowess.
“Death knight” is a monster template that can be applied to nonplayer characters. (Monster Manual)
The ritual to become a death knight is said to have originated with Orcus, Demon Prince of the Undead. Many death knights gained access to the ritual by contacting Orcus or his servants directly, but some discovered the ritual through other means. (Monster Manual)
The ritual of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Monster Manual)
Among the most powerful of undead humanoids, death knights are warriors who chose to embrace undeath rather than pass on to the afterlife. They bind their souls into their weapons, fueling their necrotic powers as they marshal armies of undead. (Monster Vault)
Gifted with undeath as a result of a ritual, a death knight is like the martial equivalent of a lich.
A humanoid becomes a death knight through a profane ritual that strips away the emotional bond of one’s life, replacing them with cruelty and a perverse sense of honor. This ritual is often bestowed as a gift from high-ranking followers of Orcus, the Demon Prince of the Undead. When a warrior reaches a certain state of notoriety, Orcus’s adherents approach the individual and try to tempt him or her with the promise of immortality. A warrior who accepts the offer turns into a dark reflection in the shattered mirror of undeath. Its armor becomes blackened and scarred, and its flesh becomes as withered and twisted as the person’s corrupted soul. (Monster Vault)
The ritual that transforms a warrior into a death knight binds part of the subject’s soul to one of his or her weapons. This weapon is not only a symbol of an individual’s transformation, it is also the source of a death knight’s power. (Monster Vault)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Death knights are warriors that accepted undeath as a way to circumvent mortality. (Open Grave Secrets of the Undead)
Death knights were once powerful warriors who have been granted eternal undeath, whether as punishment for a grave betrayal or reward for a lifetime of servitude to a dark master. A death knight’s soul is bound to the weapon it wields, adding necrotic power to its undiminished martial prowess. (Dungeon Master's Guide)
“Death knight” is a template that can be added to any monster. (Dungeon Master's Guide)
Prerequisite: Level 11 (Dungeon Master's Guide)
The process of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Dungeon Master's Guide)
Death Knight, False Sir Keegan/Sir Drzak: ?
Death Knight, Mauglurien: ?
Death Knight Blackguard: ?
Death Knight Dragonborn Paladin: ?
Death Knight Dragonborn Paladin, Raxikarthus: ?
Death Knight Human Death Knight, Naergoth Bladelord: ?
Death Knight Human Fighter: ?
Death Knight Human Fighter, Lord Carrion: ?
Deathgaunt: Xoriat's insanity lives on through the ages in the bodies of those the daelkyr slew long ago. Such are the deathgaunts. (Seekers of the Ashen Crown)
On the great battlefields of the Daelkyr War, countless goblins and orcs perished. In some such places, the taint of Xoriat and the shadow of Mabar seeped into the blood and bones of the fallen, raising them as creatures of death and madness. (Seekers of the Ashen Crown)
Deathgaunt Madcaster: ?
Deathgaunt Lasher: ?
Deathgaunt Spiner: ?
Deathgaunt Drover: ?
Deathgaunt Hordeling: ?
Deathtritus: THE PRESENCE OF NECROTIC ENERGY can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus. (Open Grave Secrets of the Undead)
Deathtritus Ancient Tomb Mote: ?
Deathtritus Dragonscale Slough: THIS SLITHERING PILE OF MOLTED SCALES often forms where a dragon has died or has spent a considerable amount of time. (Open Grave Secrets of the Undead)
A dragonscale slough is made of the animated flesh and scales that fall from dragons. (Open Grave Secrets of the Undead)
Deathtritus Offalian: Composed of the butchered flesh, rotting organs, and pungent fluids of humanoids and livestock, these snakelike creatures crave the taste of fresh meat. (Open Grave Secrets of the Undead)
Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. (Open Grave Secrets of the Undead)
Deathtritus Osteopede: CREATED FROM DIRT, DUST, AND CRUSHED BONE, the osteopede is a centipedelike creature that skitters rapidly across the ground. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs. (Open Grave Secrets of the Undead)
Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote: Tomb motes are made up of the animated bone, dust, hair, and flesh particles that accumulate in tombs. They are usually found in areas filled with necrotic energy. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote Swarm: ?
Demon Abyssal Rotfiend: Abyssal rotfiends are demonic undead contained by demon and devil flesh. The spirit within a rotfiend is often a demon soul, although it can come from any evil creature. (Monster Manual 2)
Demon Haures: The first haureses were created from goristro demons that fell in combat defending Orcus. Experimented on for centuries to perfect their current form, haureses have no thought or memory of anything other than battle. (Demonomicon)
Demon Immolith: THE SPIRITS OF DECEASED DEMONS sometimes fuse together as they fall back into the Abyss that spawned them. The event is unpredictable, and the result is a horrid demonic entity called an immolith. (Monster Manual)
Demon Immolith Claw: ?
Demon Immolith Deathrager: ?
Demon Immolith Inferno, Nerothoth: ?
Demon Immolith Seeker: ?
Demon Seszrath: CAST OUT FROM THE VILEST PITS OF DARKNESS in the Abyss, the seszrath is a horrible monstrosity composed of fused corpses and demonic essence.
It is thought that the first seszraths were created during the birth of the Abyss. However, little is known of these creatures. In particular, how they continue to spawn and from what matter they are created is a source of conjecture. Some believe that new seszraths are continually spawned by an undiscovered demon lord—perhaps an unknown primordial who manipulates the power of undeath as an affront to Orcus. Others believe that seszraths are born of a gate between the Abyss and the Shadowfell, thought to exist at the deepest levels of both planes. (Demonomicon)
Demon Shaadee: SHAADEES ARE THE RISEN MANIFESTATIONS of humanoid spellcasters who pledged their souls to the lords of the Abyss. After toiling for their demonic masters in life, these wretches discover that death does not end their servitude. (Demonomicon)
Shaadees are spawned from powerful spellcasters—wizards, sorcerers, warlocks, and others who offered their services to powerful demons to increase their own power. Such spellcasters use their dark knowledge to enslave lesser creatures, sow chaos within civilized lands, and acquire vast wealth and power. When a spellcaster bound to a demon dies, however, it becomes a shaadee—an undead demonic slave eternally serving the abyssal lord its mortal soul was pledged to. (Demonomicon)
Demon Undead Glabrezu, Holchwier, Exarch of Orcus: ?
Demon Undead Goristro: ?
Demon Undead Marilith, Shonvurruthe Blood Serpent: A marilith rewarded with undeath through service to Orcus. (E1 Death's Reach)
Deva Undead Deva Fallen Star: Deva Fallen Star Vile Rebirth power. (Monster Manual 2)
Vile Rebirth (when the deva fallen star is reduced to 0 hit points by non-necrotic damage) • Healing
The fallen star does not die and instead remains at 0 hit points until the start of its next turn, when it regains 25 hit points, loses resistance to radiant damage, and gains the undead key word. This power recharges, and the triggering damage type changes to nonradiant damage. (Monster Manual 2)
The life cycle of the deva parallels that of the rakshasa—a spirit constantly reincarnating to mortal form. When a deva gives in to iniquity to become a fallen star, its soul is corrupted. If it dies in that state, it returns to combat as an undead; if finally slain by radiant damage, it carries its wickedness into its next life and becomes a rakshasa-a fate that even evil devas revile. (Monster Manual 2)
Deva Fallen Star Servitor Vile Rebirth power. (E2 Kingdom of the Ghouls)
Devil Infernal Armor Animus: THROUGH AN EVIL RITUAL, a devil can invest a suit of armor with a mortal soul. (Monster Manual 2)
Infernal armor animuses are mortal souls bound to suits of armor to serve as caches of life energy for devils. (Monster Manual 2)
Devourer: WHEN A RAVING MURDERER DIES, his soul passes into the Shadowfell. There it might gather flesh again to continue its lethal ways, becoming a devourer. (Monster Manual)
Devourers are created from the souls of murderers lost in the Shadowfell. (Monster Manual)
Devourers, for example, are the undead remnants of horrific murderers lured into the darkness of the Shadowfell and transformed into manifestations of great evil.
Devourer Soulspike Devourer: ?
Devourer Spirit Devourer: ?
Devourer Viscera Devourer: ?
Direguard: A direguard is a skeletal undead imbued with powerful magic. Foul rituals transform willing warriors into direguards, but at a price. If a direguard does not meet a specific quota of killing, it is destroyed by the dark pact that grants its power. (Monster Manual 2)
Liches and death knights perform the ritual that turns a living ally into a direguard tied to their wills. (Monster Manual 2)
Direguard Assassin: ?
Direguard Deathbringer: ?
Direhelm: Direhelms are created through a ritual from the Codex of Araunt, involving grave dirt from the tombs of warriors fallen in battle. (Forgotten Realms Campaign Guide)
Dodkong: ?
Doomsept: A doomsept is a sevenfold spirit, created by one of the rituals in the Codex of Araunt.
Doresain Exarch of Orcus, Doresain the Ghoul King, King of the Ghouls: ?
Dracolich: WHEN A POWERFUL DRAGON FORSAKES LIFE and undergoes an evil ritual to become undead, the result is a dracolich. (Monster Manual)
Dracolichs are unnatural creatures created by an evil ritual that requires a still-living dragon to serve as the ritual’s focus. When the ritual is complete, the dragon is transformed into a skeletal thing of pure malevolence. Some evil dragons willingly undergo this ritual. (Monster Manual)
A handful of evil cults possess a ritual for turning a dragon into a dracolich against its will. These cults do what they must to keep knowledge of that ritual from others. When a dragon is transformed into a dracolich with such a ritual, a linkage between the cult and the dragon is formed, and the cult gains influence over the dragon’s behavior. (Monster Manual)
As described in the Monster Manual, a dracolich is created from a powerful dragon through an evil ritual. Some dragons willingly choose to become sentient undead; others have the ritual forced upon them. Dracoliches are greedy for power and treasure, but individuals pursue other goals equally passionately. Dracoliches can arise from dragon families other than the chromatic, but chromatics are most prone to the transformation. (Draconomicon I Chromatic Dragons)
Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites. (Draconomicon II: Metallic Dragons)
Half a millennium has passed since the Cult of the Dragon formed under the mad archmage Sammaster. He gathered followers who were drawn by his delusional visions that prophesied the eternal rule of Faerûn by undead dragons. He then formulated a process to create the first dracolich, which he recorded in his work Tome of the Dragon. (Forgotten Realms Campaign Guide)
A fettered dracolich’s intellect and perception are diminished, but it retains a strong force of personality that struggles to resurface. As a result, its behavior is unpredictable and destructive. If its phylactery is returned to it, a fettered dracolich is released from its slavery. It becomes a standard dracolich. (Forgotten Realms Campaign Guide)
Dracolich, Dragotha: Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn descended on him and killed him. As the dragon lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich. (Draconomicon I Chromatic Dragons)
Dracolich, Ahmidarius: The dracoliches have warped Ahmidarius to their cause, using the power of their corrupted Wells to turn him into an insane dracolich. (Draconomicon II: Metallic Dragons)
Dracolich, Yorantadrios: ? (Draconomicon II: Metallic Dragons)
Dracolich Blackfire Dracolich: ?
Dracolich Blackfire Dracolich, Xenro: This large chamber is the lair of a discontented red dragon tricked into undeath by Magrathar’s servant, Porapherah. (P3 Assault on Nightwyrm Fortress)
Xenro was once a mighty red dragon who terrified and oppressed the land. Porapherah, playing to the creature’s vanity and thirst for power, convinced him to undergo the ritual that transformed him into a blackfire dracolich. (P3 Assault on Nightwyrm Fortress)
Dracolich Bone Mongrel Dracolich: A DRAGON DOES NOT BECOME this sort of dracolich by choice. A bone mongrel is created from the remains of several dead dragons to form an animate and dully sentient whole. (Draconomicon I Chromatic Dragons)
The evil ritual that creates this creature requires the bones of several dead dragons. When the ritual is complete, the disparate parts are transformed into a malevolent skeletal monstrosity. The creature hates its mockery of life but, owing to the ritual’s evil nature, cannot end its own animation. (Draconomicon I Chromatic Dragons)
A bone mongrel’s phylactery takes the form of a skeletal portion of a dragon incorporated into the dracolich, such as a tail section. (Draconomicon I Chromatic Dragons)
Dracolich Deathbringer Dracolich: ?
Dracolich Dreambreath Dracolich: SOMETIMES A DRAGON INTERESTED IN PROLONGING its existence discovers a way to forsake the physical limitations of animate bone and rotting wings. Dreambreath dracoliches have learned how to project a permanent dream of themselves into the waking world, where they can stalk prey through both nightmare and reality forever. (Draconomicon I Chromatic Dragons)
A formless psychic realm exists that is called various things in different places but is most often known as Dream. Here dreams cavort, heedless of the waking world—but not always. Most fade into obscurity, but their echoes resonate forever throughout Dream, giving rise to countless variations. The remnants of particularly vile dreams sometimes latch onto the dying wish of a dragon (possibly enabled through a ritual). From this union a dreambreath draco lich is born. (Draconomicon I Chromatic Dragons)
Dracolich Dreambreath Dracolich. Rhao the Skullcrusher: ? (Draconomicon II: Metallic Dragons)
Dracolich Fettered Dracolich: Some cult cells have taken to capturing young dragons and putting them through a modified ritual of ascension. This ritual ties the dragon’s will to whoever holds its phylactery, resulting in a fettered dracolich. (Forgotten Realms Campaign Guide)
Dracolich Icewrought Dracolich: When a white dragon grows close to death, it might seek the Heart of Absolute Winter, which is either a location or a ritual, depending on which tome or sage one consults. A full year later, an icewrought dracolich emerges in the midst of a howling winter storm. White dragons might do this because they have one or more clutches of eggs yet unhatched, and at the end of their lives, they suddenly grow concerned about their progeny. (Draconomicon I Chromatic Dragons)
Dracolich Runescribed Dracolich: ?
Dracolich Runescribed Dracolich, Anabraxis the Black Talon: ?
Dracolich Runescribed Dracolich, Melathaur: ?
Dracolich Stoneborn Dracolich: SOMETIMES WHEN A DRAGON DIES, its body comes to rest at the bottom of a lake or a slow-moving river. The corpse is covered over and protected by silt, dirt, and loose rock, slowing the natural process of decay. Over vast periods of time, the bone is replaced by stone-hard mineral. (Draconomicon I Chromatic Dragons)
Unlike other fossilized remains, the decaying forms of dragons still retain a spark of magic. When such bones are uncovered, they can spontaneously arise as stoneborn dracoliches. Occasionally sorcerers raise the bones by inscribing them with necromantic sigils. (Draconomicon I Chromatic Dragons)
Stoneborn dracoliches arise spontaneously when their remains are uncovered, or when a nearby powerful magical event triggers the animation of the long-quiescent bones. (Draconomicon I Chromatic Dragons)
A necromantic ritual exists to rouse a collection of fossilized dragon bones, turning them into a stoneborn dracolich. As with other kinds of dracoliches, only the original creator can influence the actions of a stoneborn dracolich while possessing its phylactery—others who later gain the phylactery have no power over it. A stoneborn’s phylactery takes the form of a petrified tooth or claw removed from the dragon’s remains. (Draconomicon I Chromatic Dragons)
Draconic Wraith: A draconic wraith is the vilest portion of a dragon’s soul, which sometimes lingers beyond death. (Draconomicon I Chromatic Dragons)
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the essence of the Shadowfell. (Draconomicon I Chromatic Dragons)
Draconic wraiths are either born from the Shadowfell or created by other draconic wraiths. Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves. Powerful rituals do exist to create draconic wraiths, but they are known only to the greatest necromancers. (Draconomicon I Chromatic Dragons)
A draconic wraith forms from the vilest portion of a dragon’s soul, allowing such creatures to come into existence upon the dragon’s death. (P3 Assault on Nightwyrm Fortress)
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the necromantic essence of the Shadowfell. (P3 Assault on Nightwyrm Fortress)
Draconic wraiths can arise in a variety of ways. Some are spawned by the Shadowfell or through the use of powerful necromantic rituals, while others arise spontaneously from the corpse of the vilest, most evil of dragons. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Soulbinder: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Souleater: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Soulgrinder: Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Draconic Wraith Soulravager: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals. (P3 Assault on Nightwyrm Fortress)
Soulravagers are crazed draconic wraiths that have lost control of their limitless anger and now stalk the living and the dead to destroy whatever souls they find. (P3 Assault on Nightwyrm Fortress)
Draconic Wraith Wyrm-Wisp: A WYRM-WISP IS THE SLIGHTEST MANIFESTATION of draconic evil. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Draconic Zombie: Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world. (Draconomicon I Chromatic Dragons)
Draconic Zombie Deathless Hunger: ?
Draconic Zombie Rancid Tide: ?
Draconic Zombie Rotclaw: ?
Draconic Zombie Winged Putrescence: ?
Drakkensteed Grave-Born Drakkensteed: A few powerful spellcasters have developed a ritual to reanimate drakkensteeds as a particular form of undead. These undead creatures generate internal necrotic energy and retain many of the instincts that make drakkensteeds such coveted mounts. (Draconomicon II: Metallic Dragons)
Dread Warrior: UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal. (Monster Manual 3)
Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies. (Monster Manual 3)
THAY’S NECROMANCERS ARE AMONG THE BEST in the world, and their undead creations are simply more capable and enduring than others. Thay produces more than its share of shambling corpses, but its Dread Legions contain a significant number of intelligent skeletons and zombies. Known as dread warriors, these evil undead can follow orders, communicate, and fight just as well as a living counterpart, but they do so without fear of death. (Forgotten Realms Campaign Guide)
“Dread warrior” is a template you can apply to any humanoid creature to represent one of these Thayan monstrosities. (Forgotten Realms Campaign Guide)
Dread Warrior, Ukulsid, Fang of Yeenoghu: ?
Dread Warrior Dread Archer: A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification. (Monster Manual 3)
Dread Warrior Dread Guardian: ?
Dread Warrior Dread Marauder: ?
Dread Warrior Dread Protector: Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations. (Monster Manual 3)
Dreadclaw: Karrnathi traditions and those of the Skull born of Aerenal have mixed under the purview of the Emerald Claw. Claw necromancers raise dread claws by treating living humanoids with a toxin that reacts to a necromantic catalyst. The toxin kills the humanoid and prepares it for a dark ritual. (Seekers of the Ashen Crown)
Dreadclaw Darkliege: ?
Dreadclaw Darkliege, Yeraa: ?
Dreadclaw Goblin Dreadclaw Reaver: ?
Dreadcalw Reaver: ?
Dreadclaw Soulbound, Gydd Nephret: ?
Dregoth, Sorcerer-King: He burns for vengeance against the other sorcerer-kings, who slew him centuries ago but neglected to prevent his fell rebirth. (Dark Sun Creature Catalog)
Abalach-Re warned the other city-states’ overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts. The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. (Dark Sun Creature Catalog)
Almost two thousand years ago, the other sorcerer-kings conspired to kill Dregoth, fearing his growing strength. The resulting magical duel turned Giustenal into a vast tomb. In the end, Dregoth fell dead, and his opponents left the ruined city to the desert. But with the last of his power, Dregoth made the transition to undeath. (Dark Sun Campaign Setting)
Echo Spirit: Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth's recent corruption of the area has awakened one of these remnants as an angry undead creature. (Beyond the Crystal Cave)
Echo Spirit Spirit Echo: An echo spirit's Spiritual Echoes power. (Beyond the Crystal Cave)
Fey Lingerer: THE PASSIONS AND OBSESSIONS of some strong-willed eladrin can drive them even after death. When their physical forms are ruined, their spirits lash out at their slayers. (Monster Manual 2)
Fey lingerers are eladrin knights and wizards who refuse to die. They are not the gracious and mannered eladrin of the fey court, but are twisted and depraved, withdrawn from elven grace. (Monster Manual 2)
When they are destroyed, fey lingerers transform into vengeful incorporeal spirits. (Monster Manual 2)
Fey Lingerer Fey-Encanter Vestige: Fey Lingerer Lingerer Fell Incanter Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Fey-Knight Vestige: Fey Lingerer Lingerer Knight Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Lingerer Fell Incanter: ?
Fey Lingerer Lingerer Knight: ?
Flameharrow, Eye of fear and Flame: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman. (Dragon Magazine Annual)
Flameharrow Lord: ?
Flameskull: CREATED FROM THE SKULLS OF WIZARDS and other spellcasters, flameskulls serve as intelligent undead guardians. (Monster Manual)
Rituals for creating flameskulls are ancient, so flameskulls exist in places lost to history. (Monster Manual)
Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull. (Madness at Gardmore Abbey)
Flameskull Blackfire Flameskull: ?
Flameskull Demonic Flameskull: ?
Flameskull Great Flameskull: ?
Flameskull Ghostfire Flameskull: ?
Flameskull Lord, The Bright Lord of Everburning Fire: ?
Fomorian Fomorian Totemist: ?
Forgewraith: A FORGEWRAITH IS AN UNDEAD HUMANOID whose spirit was extinguished and rekindled in the fires of a furnace or a forge. (Dungeon Magazine Annual Vol. 1)
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mix with unleashed magic to form a humanoid spirit of monstrous hate. (Dungeon Magazine Annual Vol. 1)
Forgewraith, Haestus d'Cannith: I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled in death. I am a soul alight with the forge’s fire. (Dungeon Magazine Annual Vol. 1)
Forsaken Shell: A FORSAKEN SHELL IS SKIN RIPPED from a creature’s body and then animated purposefully or spontaneously by foul magic. (Open Grave Secrets of the Undead)
When a forsaken shell kills a Medium living humanoid creature, the slain creature rises as a free-willed forsaken shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken shells arise when skin is ripped from the flesh of a living target. The flesh is then animated either through the actions of a necromancer or through spontaneous necrotic energy. (Open Grave Secrets of the Undead)
Forsaken shells propagate their kind by ripping the skin off their victims, assimilating it, and then exuding it as a new monster. In this way, one forsaken shell can spawn thousands of its kind, creating an army of animate skin. (Open Grave Secrets of the Undead)
Numerous kinds of forsaken shells exist. Each kind of creature victimized by a forsaken shell has the potential to become a new kind of shell. Humans, giants, and dragons are the most common targets of forsaken shells. (Open Grave Secrets of the Undead)
Forsaken Shell Dragon Shell: When the forsaken shell kills a living dragon creature, the slain creature rises as a free-willed dragon shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken Shell Titan Shell: When a titan shell kills a Large living humanoid creature, the slain creature rises as a free-willed titan shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Ghost: GHOSTS HAUNT FORLORN PLACES, bound to their fate until they are finally put to rest. Sometimes they exist for a purpose, and other times they defy death through sheer will. (Monster Manual)
A ghost is the spirit of a dead creature, often a Medium humanoid killed in some traumatic fashion. (Monster Manual)
Sentient ghosts are the most common of the undead that retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths. (Draconomicon I Chromatic Dragons)
Ghosts can come in many forms. Some are cursed to roam until a past sin is righted, or a wrong undone. Others are merely the animus of hate, raging eternally in undying terror. (Dungeon Master's Guide 2)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
If threats fail to impress the heroes, Vladistone warns them that the Ghost Tower houses a terrible magical relic that will destroy everyone nearby. He calls it a soul gem and claims that it can strip the soul from the body of a living creature, causing it to become a ghost just like him. (March of the Phantom Brigade)
Ghost, Julain De'Spri: He and his wife, Amori, were buried here long ago. Recently, however, some terrible power ripped their spirits from the peaceful place where they were residing and brought them back to this room. Now Julain's spirit is waiting here, restless, as Amori's body and spirit are being tampered with elsewhere. (Halls of Undermountain)
Ghost, Salazar Vladistone: Over sixty years ago, a group of bold adventurers calling themselves the Silver Company delved into a mysterious tower that appeared in the ruins of Castle Inverness. The result was tragic-one of the Silver Company, a woman named Oldivya Vladistone, perished. Her husband, Salazar, continued to adventure with the Silver Company for some years, growing more despondent the longer he had to deal with his wife's death. Eventually, Salazar Vladistone sacrificed himself to save his allies and the people of Hammer fast from an unknown danger in the Dawnforge Mountains. Vladistone's spirit did not rest quietly after his sacrifice, however. He became a ghost, haunting the Nentir Vale as be made pilgrimages to the grave of his wife in the ruins of Inverness. (March of the Phantom Brigade)
Ghost, Voolad: His victory was short-lived, however. Halflings from the Lluirwood surprised Voolad and killed him. Whatever fell purpose drove the druid enabled him to rise as a powerful ghost. (Forgotten Realms Campaign Guide)
Ghost Argent Haunt Ghost: ?
Ghost Caller in Darkness: A caller in darkness is created from the spirits of dozens of victims who died together in terror. (Open Grave Secrets of the Undead)
Ghost Dawnwar Ghost: ?
Ghost Dwarf, Cherndon the Mad: He died trying to prevent the orcs from learning where several rich dwarf lords were buried. (Hammerfast)
Ghost Dwarf, Grolin Surespike: Grolin Surespike, a dwarf ghost who died in the Trade Spire back when it served as living quarters for Hammerfast's priests, appears elderly and frail. (Hammerfast)
Ghost Dwarf, Telg: ?
Ghost Dwarf Spirit: The dwarf spirits are the remnants of loyal defenders that once protected the necropolis and each other from orc depredations. (March of the Phantom Brigade)
Ghost Drowned Ghost: Drowned ghosts are the spirits of those who died watery deaths. (Open Grave Secrets of the Undead)
Ghost Famine Spirit: Famine spirits are spectral remnants of people who shortened their lives through gluttony, who hoarded food while others starved, or who died of starvation. (Open Grave Secrets of the Undead)
Ghost Goblin Fire Phantom: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Flame Vent Haunt: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Ghost Boss: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Goblin Phantom: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Harmless Phantom: Long ago, dark ones, shadowborn humans, and other slaves languished in this room. Now the room holds only ghosts, figments from another time. (Draconomicon II: Metallic Dragons)
Ghost Legionnaire: SLAIN IN LONG-AGO BATTLES, these soldiers' fight for forgotten causes, distant memories, or a fierce loyalty to each other. Although they appear as separate soldiers, their spirits have fused into a single entity that lives and dies as a single soul. (Monster Manual 2)
Ghost Mad Ghost, Vontarin: ?
Ghost Malicious Ghost: Malicious ghosts arise from children who die frightened or alone. (Open Grave Secrets of the Undead) Enraged that no one saved its life, the ghost of the child becomes a creature of unquenchable malice. (Open Grave Secrets of the Undead)
Ghost Orc, Kralick: ?
Ghost Orc Spirit: ?
Ghost Phantom Warrior: ?
Ghost Poltergeist: ?
Ghost Raaig: IN AN ENVIRONMENT WHERE VIOLENT DEATH is so common, ghosts frequently haunt sites of great significance or terrible slaughter. Among them are an array of spirits bound to the service of long-forgotten gods. Called raaigs, these ghosts defend ancient shrines, temples, relics, and secrets. (Dark Sun Creature Catalog)
In life, raaigs were devout priests or holy warriors charged with protecting sacred sites or relics. In death they still keep watch, though their charges have crumbled into ruin or vanished. They have been twisted by their ancient oaths into merciless, hateful apparitions that swiftly slay any living intruder. (Dark Sun Creature Catalog)
Ghost Raaig Crypt Lord: ?
Ghost Raaig Soulflame: A few guardians were so favored by their gods in life that they were granted a tiny spark of divine essence. Called soulflames, these raaigs still embody their gods’ will. (Dark Sun Creature Catalog)
Ghost Raaig Tomb Spirit: ?
Ghost Sage Ghost, Jakro Vrin: ?
Ghost Sage Ghost, Willum Vrin: ?
Ghost Servile Ghost: A servile ghost arises when a servant or lackey dies an ignoble death as a consequence of its master’s actions. Such deaths are often a result of betrayal or carelessness on the master’s part. (Open Grave Secrets of the Undead)
Ghost Terrifying Haunt:
Ghost Trap Haunt: ?
Ghost Tormenting Ghost: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Ghost Wailing Ghost, Banshee: ?
Ghost Worg Packmate: ?
Ghost Watchful Ghost: Watchful ghosts are the spirits of guards killed in the line of duty while failing to protect their charges. (Open Grave Secrets of the Undead)
The apparition is the restless spirit of Ammaradon, a member of the old king’s guard who failed to prevent the king’s assassination. Tormented by this unforgivable lapse, he now guards the king’s sarcophagus. (Open Grave Secrets of the Undead)
Ghost Wrath Spirit: A wrath spirit arises when a violent individual dies while enraged. (Open Grave Secrets of the Undead)
Ghoul: Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil. (Monster Manual 3)
They were once cannibalistic humanoids, but their actions caused them to be cursed in death with ravenous appetites that cannot be sated. (Monster Vault)
When an intelligent humanoid resorts to cannibalism or lives a life of gluttony and greed, it can be cursed to transform into a ghoul upon its death. Unlike a zombie or a skeleton, a ghoul retains sentience and many of the memories of its life. The creature’s perspective is twisted by its death, though, and as a result, it recalls with torment a time when it was not driven by a gnawing hunger for living flesh. (Monster Vault)
In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Ghoul Abyssal Ghoul: Sometimes ghouls are graced by Doresain with power greater than their fellows. These so-called abyssal ghouls are the Ghoul King’s favorites and make up a goodly portion of the king’s Court of Teeth. (Monster Manual)
The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Ghoul Abyssal Ghoul, Balthrad: ?
Ghoul Abyssal Ghoul Devourer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Ghoul Abyssal Ghoul Horde: ?
Ghoul Abyssal Ghoul Hungerer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
The Dead Arise power. (Dungeon Master's Guide 2)
Ghoul Abyssal Ghoul Myrmidon: Red Glyph/Ghoul Transformation Ritual (Dungeon Delve)
The Dead Arise power level 26. (Dungeon Master's Guide 2)
Ghoul Abyssal Madness Ghoul: ?
Ghoul Adept of Orcus: In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation. (Monster Manual 3)
Ghoul Darkpact Ghoul: Darkpact ghouls are the product of corrupt individuals who are cursed to return in undeath. They lose all sanity in the transformation, replacing it with predatory cunning. A few darkpact ghouls are dead warlocks who made pacts with sinister forces to extend their lives without realizing the form they would take upon death. (Open Grave Secrets of the Undead)
Ghoul Drow Horde Ghoul: A group of undead led by an abyssal ghoul overran the slaver complex and killed its inhabitants. A few of these victims were transformed into ghouls by the abyssal power surging through Phaervorul, and now they work alongside the undead invaders. (P2 Demon Queen's Enclave)
Ghoul Eyebiter: The Ghoul King, Doresain, created ravening underlings called eyebiters to serve him in the White Kingdom. (P2 Demon Queen's Enclave)
Ghoul eyebiters are creations of Doresain, bred to spawn and support the Ghoul King’s undead legions.
Ghoul Flesh Seeker: The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult. (Monster Manual 3)
Ghoul Frost Giant Abyssal Ghoul: ?
Ghoul Gatherer: ?
Ghoul Ghast: The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for. (Monster Manual 3)
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. (Monster Manual 3)
Ghouls starved of flesh. (Madness at Gardmore Abbey)
Ghoul Horde Ghoul: Beholder Undead Beholder Death Tyrant Reanimating Ray power. (Open Grave Secrets of the Undead)
Beholder Death Emperor Reanimating Ray power. (E1 Death's Reach)
Reanimating Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 2d10 + 8 necrotic damage. If the target is reduced to 0 hit points or fewer, the target rises as a horde ghoul under the beholder death emperor's control at the end of its next turn. (E1 Death's Reach)
Ghoul Plaguechanged Ghoul: THE SPELLPLAGUE KILLED INDISCRIMINATELY, but it apparently raised some of those it slew, in a hungering form. (Forgotten Realms Campaign Guide)
Ghoul Ravenous Ghoul: In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Ghoul Ripper: ?
Ghoul Skullborn Ghoul: ?
Ghoul Sodden Ghoul: A sodden ghoul arises when an aquatic humanoid that engages in cannibalism dies. Sodden ghouls are also created through deliberate rituals by evil aquatic creatures, such as bog hags, kuo-toas, sahuagin, and aboleths. (Open Grave Secrets of the Undead)
Ghoul Sodden Ghoul Wailer: ?
Ghoul Stalker: ?
Ghoul Stench Ghoul: A stench ghoul is the result of a cannibalistic humanoid who dies after consuming the rancid flesh of another humanoid. (Open Grave Secrets of the Undead)
Ghoul Wretched Stench Ghoul: ?
Ghoul Warrior: ?
Ghoul Whisperer: ?
Giant Shadow Giant: Shadow giants are remnants of giants killed by the sorcerer-kings in ancient wars. Their hate-filled spirits have found a home in the deathly substance of the Gray. (Dark Sun Creature Catalog)
Gibbering Head: This head is all that remains of one of the leaders of the long-ago battle, impaled here as a trophy of sorts and a warning to other enemies. Long exposure to the taint of this area has infused it with malefic abilities. (Open Grave Secrets of the Undead)
Gnoll Hyena Spirit: A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death. (Monster Manual 3)
Gorgimrith, The Hunger in the Mountain: ?
Gray Company Fallen Hero: ?
Griefmote: ?
Haunted Armor Animus, Fiendish Armor Animus: ?
Lich, Acererark: If Acererak is defeated, his body disappears. He rises in 1d10 days as a lich, thus starting Acererak's path to ultimate darkness and evil. (Revenge of the Giants)
Headless Corpse: When Karavakos decapitated Vyrellis, he placed her body here, within a powerful field of arcane magic. Over time, the magic within this room has waned. Vyrellis can now reclaim her body, but there is a catch. Karavakos animated the corpse and filled it with necrotic energy. (H3 Pyramid of Shadows)
Hook Horror Rotting Hook Horror: ?
Hound Death: SOME TYPES OF HOUNDS ARE ANIMATED canine corpses, and a few are creatures of shadow that have canine forms. The association these creatures have with death has gained them the name death hounds. (Open Grave Secrets of the Undead)
Hound Death Charnel Hound: Charnel hounds are the unholy result of necromantic experiments. Evil ritualists fuse corpses together to create this vicious, predatory dog. (Open Grave Secrets of the Undead)
Hound Death Famine Hound: Famine hounds arise when dogs are abandoned by their masters and left to starve. (Open Grave Secrets of the Undead)
Hound Death Rot Hound: These creatures are the result of dogs that dig up and eat rotting corpses. The dogs grow sick and slowly rot from the inside out, eventually dying and reanimating due to necromantic energy in an area. (Open Grave Secrets of the Undead)
Hound of Ill Omen: Once the loyal companions of the hill clans, who now rest beneath the barrows of the Gray Downs, the hounds of ill omen howl to awaken and avenge their long-dead masters. (Monster Vault Threats to the Nentir Vale)
Ghosts of Long Ago: The Gray Downs were once inhabited by indigenous hill clan people reputed far and wide for their fierce hunting hounds. But when the empire of Nerath began to bloom, greedy generals sought to expand the empire into the Nentir Vale and across the hill clans’ territory. The clans resisted. (Monster Vault Threats to the Nentir Vale)
Hopelessly outnumbered, they stood with their faithful hounds against the mighty armies of Nerath, even as the Tigerclaw barbarians and other native tribes abandoned the vale and retreated far into the northern wilderness. Although the hill clans fought bravely, they were annihilated in a final desperate battle upon the downs. (Monster Vault Threats to the Nentir Vale)
Long after the battle, the hounds of the hill clans prowled the battlefields, howling over the corpses of their masters and refusing to leave their sides. The Nerathans built a great barrow in honor of the warriors that fought and died—and after the last of their bodies was interred, the hounds vanished. (Monster Vault Threats to the Nentir Vale)
But on dark nights when the fog rises, it is said that the hounds can still be seen coursing across the downs, their ghostly forms pining for their lost masters. The common folk call them the “hounds of ill omen,” because calamity and misfortune follow in the wake of their fearsome howls. (Monster Vault Threats to the Nentir Vale)
Harbingers of Death: As legend would have it, on nights when the skull-white moon hangs low and the downs are silent as a corpse’s dream, the ghost hounds come forth to hunt mortals. Who sends the hounds and for what purpose, none can tell. (Monster Vault Threats to the Nentir Vale)
Hound of Ill Omen, Bregga: It’s said that Bregga was the first hound, having lived on the downs since before the hill clans arrived. (Monster Vault Threats to the Nentir Vale)
Hound of Ill Omen Hill Clan Apparition: When Bregga’s hounds sound their lonely howls for the hill clans, the spectral apparitions of their dead masters—cold and black as the grave—rise again from their barrows. (Monster Vault Threats to the Nentir Vale)
Howling Spirit: ?
Huecuva: HUECUVAS ARE FOUL UNDEAD that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics. (Dragon Magazine Annual)
Huecuva is a template you can apply to humanoid NPCs or monsters. (Dragon Magazine Annual)
Although the Ashen Covenant did not originally create huecuvas, many belong to the movement. Huecuvas were originally the spawn of a divine curse meant to punish priests who violated their vows. Now, a ritual exists to confer this status on powerful evil priests. (E1 Death's Reach)
Huecuva, Elder Arantham, Exarch of Orcus: Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity— and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.” (Dragon Magazine Annual)
Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas. (Dragon Magazine Annual)
Huecuva, Elder Arantham: He is a rare form of divinely empowered undead known as a huecuva, which he became to purposely shed his humanity. (E1 Death's Reach)
Huecuva Rakshasa Noble Huecuva: ?
Karrnathi Skeleton: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions. (Eberron Campaign Guide)
Karrnathi Zombie: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions. (Eberron Campaign Guide)
Koptila the Acursed: In this chamber long ago, the ogre king Koptila sacrificed himself to the gods to save his tribe from an overwhelming threat. His people were transported forward in time, and Koptila was transformed into an undead creature. (Dungeon Delve)
Larva Mage: WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit sometimes takes control of the wriggling mass of worms and maggots devouring his corpse. This mass of vermin rises as a larva mage to continue the spellcaster’s dark schemes or to seek revenge against those who slew him. (Monster Manual)
Only the most evil spellcasters return to unlife as larva mages. (Monster Manual)
An elder evil being called Kyuss created the first larva mages to guard vaults of forbidden lore. (Monster Manual)
Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Larva Mage, Espera: The Spellplague destroyed many of these in gouts of blue fire. Espera, a genasi necromancer, had already tied herself to Shar’s power of shadow. She died in the conflagration but was resurrected as a larva mage. (Forgotten Realms Campaign Guide)
Larva Mage, Kyuss, The Worm that Walks: Kyuss began as a mortal and attained such power and stature that he has become a legendary being. He leveraged his way to a corrupt apotheosis through powerful rituals and a series of deadly betrayals. (Open Grave Secrets of the Undead)
Kyuss was born a mortal in a city where evil walked freely, and where sacrifices were made nightly to honor dark gods. The boundaries between life and death were blurred in this place, and the living and unliving mingled freely. As the seventh of seven children, Kyuss was despised and brutalized by his family. They called him “the worm,” and Kyuss fed on their contempt, turning it into dark resolve. (Open Grave Secrets of the Undead)
Gradually and imperceptibly, Kyuss drove the members of his family to self-destruction. When all were dead, he took on the identity of a cleric serving the Raven Queen. Aided by alliances with undead ecclesiasts and an instinct for betrayal, he rose through the temple hierarchy, eventually becoming a high priest who attracted followers from far and wide. When his congregation was bloated with followers, Kyuss performed a great ritual that he promised would bring power over neighboring realms. Instead, the ritual slew them all, rotting the flesh from their bones. Kyuss, too, was consumed, but days later, as the maggots and insects fed on the rotting bodies, they came together to form a writhing larva mage—Kyuss’s new form. (Open Grave Secrets of the Undead)
Larva Mage, Magrathar: ?
Larva Mage, Matrathar: ?
Larva Undead: Individuals who have relentlessly pursued evil might return as larva undead. (Open Grave Secrets of the Undead)
Larva Undead Larva Assassin: A larva assassin is a conscienceless killer that arises when a humanoid dies after spending his or her life murdering without pity. When the individual’s body begins to decay, a swarm of hornets and centipedes gathers to devour the corpse. Necrotic energy merges the vermin with the consciousness of the former humanoid, creating a larva assassin. (Open Grave Secrets of the Undead)
Larva Undead Larva Sniper: Larva snipers are the result of dead humanoids who took sadistic delight in their ability to slay foes from afar. Upon such a creature’s death, masses of yellow, segmented wasps and hornets gather and give the creature’s consciousness a physical form. (Open Grave Secrets of the Undead)
Larva Undead Larva War Master: Larva war masters are the undead progeny of powerful warriors who become unhinged by bloodlust, commit strings of atrocities, and then die. Upon the subject’s death, its body is consumed by devouring beetles that strip flesh from bone and then form a new body. (Open Grave Secrets of the Undead)
The ancient undead entity Kyuss rewarded his most faithful and remorseless warriors with eternal existence as larva war masters. (Open Grave Secrets of the Undead)
The bodies of larva undead are wholly composed of rotting flesh, fragments of bone, and maggots, centipedes, beetles, and other vermin. (E1 Death's Reach)
Larva Undead Larva Warlord: ?
Lich: A LICH IS AN UNDEAD SPELLCASTER created by means of an ancient ritual. Wizards and other arcane spellcasters who choose this path to immortality escape death by becoming undead, but prolonged existence in this state often drives them mad. (Monster Manual)
“Lich” is a monster template that can be applied to nonplayer characters. (Monster Manual)
A mortal becomes a lich by performing a dark and terrible ritual. In this ritual the mortal dies, but rises again as an undead creature. Most liches are wizards or warlocks, but a few multiclassed clerics follow this dark path. (Monster Manual)
A lich’s life force is bound up in a magic phylactery, which typically takes the form of a fist-sized metal box containing strips of parchment on which magical phrases have been written. (Monster Manual)
A dark spellcaster who covets immortality and spend his or her life in pursuit of necromantic power might gain the ability to become a lich. A lich ties its life force to a phylactery, ensuring that its body will coalesce in a hidden location even if some creature were to slay it. (Monster Vault)
To become a lich, a spellcaster must be devoted to evil and adept at performing unspeakable acts of violence. Few spellcasters have a shred of morality remaining after their transformations into liches. The process of attaining lichdom bends the mortal mind in unnatural and crippling ways. Many liches rise up insane, but even they enact cunning plans; they just do so for incomprehensible reasons. (Monster Vault)
A spellcaster must travel far—even across the planes—to collect the scraps of lore and esoteric components needed to enact the ritual to transform into a lich. (Monster Vault)
The act of becoming a lich encases a mortal’s life force in a specially prepared item called a phylactery. The most common type is a metal box that contains strips of parchment with arcane writing. Any small item, such as a gemstone, a ring, or a statue, can be a phylactery. (Monster Vault)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. Spellcasters who adopt this existence are commonly known as liches. (Open Grave Secrets of the Undead)
MANY CREATURES HOPE TO ESCAPE DEATH. When such creatures are powerful and corrupt, they sometimes turn to rituals that can transform them into liches. However, immortality comes with a price, and these creatures lose the remaining shreds of their humanity in process. (Open Grave Secrets of the Undead)
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. These liches gain resilience from the transformation. (Open Grave Secrets of the Undead)
Liches are evil arcane masterminds that pursue the path of undeath to achieve immortality. (Dungeon Master's Guide)
“Lich” is a template you can add to any intelligent creature of 11th level or higher. (Dungeon Master's Guide)
Prerequisite: Level 11, Intelligence 13 (Dungeon Master's Guide)
Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures. (Eberron Campaign Guide)
Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves. (Forgotten Realms Campaign Guide)
Lich, Acererak: Horrid as these ruins are for the living, the place bears an unholy attraction for the undead. Such is this allure that the mighty lich Acererak, master of the Tomb of Horrors, once laid claim to the City That Waits and used it as a conduit to transcend his mortal form and ascend to greatness. (Manual of the Planes)
Lich, Harthoon: ?
Lich, Lady Vol: Through her arcane powers, her indomitable spirit, and a burning hatred for the elves and dragons that had wronged her, Vol has endured for long centuries in the ranks of the undead. (Eberron Campaign Guide)
Lich, Lich-Lord Melif: ?
Lich, Lord Dust: ?
Lich, Parthal Archlich: ?
Lich, Raja Thirayam of Dukkharan: ?
Lich, Vargo the Faceless: ?
Lich Aboleth Overseer, Pavan: ?
Lich Alhoon Lich: Alhoons are magic-using outcasts from mind flayer societies who have defied the ruling elder brains. (Open Grave Secrets of the Undead)
Lich Archlich: Archlich epic destiny. (Arcane Power)
Lich Baelnorn Lich: Eladrin become baelnorn liches for a variety of reasons. Many choose this path so they can act as guardians of ancestral vaults and tombs. Unlike most liches, baelnorns are not necessarily evil. The creatures are less power-hungry and covetous than other liches, and they often keep their phylacteries in close proximity to the places they guard. A few baelnorn have no phylacteries at all; rather, their prolonged existence is achieved through a powerful ritual or the blessing of a deity. (Open Grave Secrets of the Undead)
Lich Castellan Wizard, Harthoon, Castellan of Everlost: ?
Lich Demilich: Particularly powerful liches that learn the secret of fashioning soul gems often shed their bodies and evolve into demiliches. (Open Grave Secrets of the Undead)
Lich Demilich Acererak, The Devourer: Having escaped death through lichdom, he houses his intelligence in a bejeweled skull and his soul in a hidden phylactery. (Open Grave Secrets of the Undead)
Lich Demilich Acererak Construct: Acererak’s skull, which dwells in the mithral vault of the Tomb of Horrors, is a construct created by the demilich. (Open Grave Secrets of the Undead)
Lich Dwarf, Barrthak, Dwarf Lich: ?
Lich Eladrin, Ghovran Akti: ?
Lich Eladrin, Valindra Shadowmantle: ?
Ravenous Undead: Some believe that Castle Nowhere is occupied by the spirits of people eaten by the city’s ghouls and vampires; others say that these spirits are the ghosts of aberrant entities from the Far Realm. (Neverwinter Campaign Setting)
Lich Eladrin Wizard: ?
Lich Human, Mauthereign: ?
Lich Human, Osterneth the Bronze Lich, The Supreme Seed of Darkness, Heart of the Whispered One: Osterneth had a surprise for the invaders, though. In her quest for eldritch might, the queen had tracked down and slain the leader of the cult that had captured her. From the fallen cultist she claimed the Heart of Vecna, a powerful relic that granted everlasting life. Through a secret ritual, she placed the heart inside her chest cavity, and, with its power, became a powerful lich in the service of Vecna. (Open Grave Secrets of the Undead)
Lich Human Wizard: ?
Lich, Human Wizard, Szass Tam: ?
Lich Lord Vizier: ?
Lich Necromancer: ?
Lich Remnant: ?
Lich Soulreaver: ?
Lich Thicket Dryad Lich: Sometimes a dryad’s desire to protect its woodland twists into dark obsession. In rare instances, one of these fey creatures crosses the threshold into undeath and becomes a thicket dryad lich. The dryad transforms a favorite tree into a phylactery. The corruption in the dryad’s soul then causes the tree to become warped and rotted. (Open Grave Secrets of the Undead)
Lich Vestige: A LICH VESTIGE IS THE ARCANE REMNANT OF A DESTROYED LICH. (Monster Manual)
Raven Consort epic destiny Death's Companion power. (Dragon Magazine Annual)
Lich Void Lich: A void lich is an antediluvian horror from the Far Realm that seizes control of the body and phylactery of someone performing a lich transformation ritual. Lured into the world by the eldritch power unleashed during the ritual, this aberrant entity shunts the ritual performer’s soul off to the Far Realm and possesses the host body as its own. (Open Grave Secrets of the Undead)
A void lich is created when the soul of a lich-to-be is shunted off to an aberrant realm and is replaced, changelinglike, by a foul entity that possesses the lich's body as its own. (E1 Death's Reach)
Mourner: Mourners are undead spirits of soldiers who were killed by the Mourning. (Eberron Campaign Guide)
Mourners are the disconsolate spirits of soldiers killed in Cyre on the Day of Mourning. (Eberron Campaign Guide)
Mourners are the remnants of a single company of Thrane soldiers who died when their captain led them into a Karrnathi ambush three days before the Mourning. Buried in a mass grave, the spirits of the betrayed soldiers rose as one on the Day of Mourning. (Eberron Campaign Guide)
Mummy: Soulless beings animated by necromantic magic. (Monster Manual)
THESE VORACIOUS KILLERS, tomb spiders, are true creatures of the Shadowfell insofar as they create undead as a part of their life cycle. (Monster Manual 2)
A tomb spider lays its eggs in a humanoid corpse, creating an animate mummy in which hundreds of tiny tomb spiders reside until the creature splits open. (Monster Manual 2)
Whether created in the dry desert heat, the sucking moisture of a desolate bog, or the frozen heights of a lofty mountain, a mummy exists for vengeance. A number of sins can awaken a mummy, from disturbing its tomb, despoiling a place sacred to it in life, or the theft of a prized object. Some mummies seek to avenge less material offenses, such as a loved one marrying someone the mummy loathes or an unwelcome alliance of the mummy’s enemies in life. Sometimes, a dead master’s servants awaken it to continue its life’s frustrated ambitions. Great kings and queens of malign power have returned as mummies to extend their reigns in undeath. (Monster Vault)
Albeit rare, some mummies arise spontaneously from dry corpses when a particularly provocative transgression touches their souls in the afterlife. Most mummies, however, possess the power to act after death because someone wanted them to have it. The long rituals of burial that accompany a mummy’s entombment help protect its body from rot. Soft organs are removed and placed in special jars, and the corpse is created with preserving oils, herbs, and wrappings. Less common means of preservation include freezing a body, baking it in dry heat, or using magic. (Monster Vault)
In general, any creature can become a mummy as long as its purpose is to guard an important location. (Open Grave Secrets of the Undead)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Powerful members of cults and secret organizations are responsible for their creation. (Open Grave Secrets of the Undead)
The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies. (Open Grave Secrets of the Undead)
Mummy Champion: A mummy champion is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious champions and warriors, but they could also curse an unfortunate soul to a prison of undeath. (Dungeon Master's Guide)
“Mummy champion” is a template you can apply to any humanoid creature. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Mummy Coldspawned Mummy: ?
Mummy Dark Pharaoh: The dark pharaoh is an eidolon infused with the souls of lords and kings and then animated through a divine ritual. This intelligent construct might have once existed to guard great treasures or secrets, but when the divine spark becomes corrupted, it twists the souls within the creature, turning the undead construct against mortals. The souls become a singular consciousness that believes itself to be a deity of death and tyranny, and so the creature searches the world for worshipers, killing all who refuse to follow it. (Open Grave Secrets of the Undead)
Mummy Darkflame Taskmaster: Darkflame taskmasters are the undead leaders of rogue groups of azers that worship Asmodeus. (Open Grave Secrets of the Undead)
Mummy Decaying Mummy: ?
Mummy Deranged Champion: Deranged champions are foulspawn hulks that were turned into mummies by cultists who worship beings from the Far Realm. (Open Grave Secrets of the Undead)
Mummy Forsaken Heierophant: Forsaken hierophants are mummies of priests that were so depraved that the subject’s fellow death cultists killed and embalmed the priest. Rather than let the priest’s power be wasted, though, the other cultists instead transformed the subject into a guardian to watch over their most valuable stores of treasure and knowledge. (Open Grave Secrets of the Undead)
Mummy Forsaken Hierophant Elder: ?
Mummy Giant Mummy: Positioned around the opening in the floor are four giant mummies, each the remains of a death giant that angered the Golden Architect. (Draconomicon II: Metallic Dragons)
Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Mummy Guardian: Mummy guardians are created to protect important tombs against robbers. (Monster Manual)
Mummy Lord: “Mummy lord” is a monster template that can be applied to nonplayer characters.
A mummy lord is usually created from the remains of an important evil cleric or priest. A mummy lord might guard an important tomb or lead a cult. Yuan-ti often create mummy lords to guard temples of Zehir. (Monster Manual)
The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies. (Open Grave Secrets of the Undead)
A mummy lord is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious leaders, but they could also curse an unfortunate soul to a prison of undeath. (Dungeon Master's Guide)
“Mummy lord” is a template you can apply to any humanoid creature. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Mummy Lord, Ssra-Tauroch: As Ssra-Tauroch’s reign extended into decades and the rigors of time weakened his once mighty frame, he requested a great boon from Zehir: the gift of immortality. Ssra-Tauroch, the empire, and its yuan-ti citizenry were devout followers of the god of poison and serpents. The monarch’s lifetime of service to the serpent lord had not gone unnoticed. Zehir sent a dark angel to the aging monarch who taught him the secret knowledge of mummification. (Open Grave Secrets of the Undead)
Upon completing the ritual, Ssra-Tauroch retreated to his inner sanctum. (Open Grave Secrets of the Undead)
Mummy Lord Human Cleric: ?
Mummy Lord Yuan-Ti Abomination: ?
Mummy Moldering Mummy: ?
Mummy Mummified Yuan-Ti, Children of Ssra-Tauroch: ?
Mummy Necrosphinx: ?
Mummy Royal Mummy: ?
Mummy Scourge of Baphomet: A select few members of the minotaur cult of Baphomet are chosen to undergo the process that transforms a minotaur into this formidable kind of mummy. As a symbol of its dedication, the mummy’s horns and weapon are etched with runes of devotion to Baphomet. (Open Grave Secrets of the Undead)
Mummy Shambling Mummy: The shambling mummies are not Vadin Cartwright's creation but were formed by the unholy fusion of the restless spirits of two great champions of the order and the lifegiving energy of the Feygrove. (Madness at Gardmore Abbey)
Mummy Tomb Guardian: ?
Naga Bone Naga: ?
Naga Bone Naga, Lod: ?
Naga Bone Naga Arcanist, Marrow: ?
Naga Bone Naga Corruptor: ?
Naga, Undead Entity, Terpenzi: The naga Terpenzi, slain by the Shadowking, returned as a powerful undead entity. (Forgotten Realms Campaign Guide)
ONCE A GREAT IMMORTAL NAGA, the founder and longtime ruler of Najara, Terpenzi lost its life and status long ago. After its demise, horrifying rituals bound its soul into its skeletal body. (Forgotten Realms Campaign Guide)
Nighthaunt: MALICIOUS, SINISTER CREATURES OF DARKNESS, nighthaunts are the cursed souls of those who have consumed food infused with necrotic energy.
The commonly held belief is that nighthaunts are bodiless souls whose progress across the Shadowfell was interrupted. Instead of dissipating, these itinerant spirits cloaked themselves in bodies of shadow.
The truth of nighthaunts’ creation lies in the history of the Black Tower of Vumerion, a former den of necromancy. Before Vumerion was destroyed, it produced many horrors, including an addictive black weed called corpse grass. When consumed, the weed infuses the eater with strength and joy. However, foul nightmares always follow the consumption of the grass. (Open Grave Secrets of the Undead)
Corpse grass has spread throughout the Shadowfell and into the world, and many have become addicted to its properties. Those who eat even a little of the grass—no matter what they achieved in life—become nighthaunts in death. The curse of the corpse grass fills these creatures with a raging hunger in death, a hunger that can be sated only through sucking the life out of living creatures. (Open Grave Secrets of the Undead)
The name “corpse grass” is a bit of a misnomer now, for since the initial creation of nighthaunts, the curse of the corpse grass has spread into other vegetation. When a nighthaunt has ingested enough life force, it finds a twilight-lit meadow or field and releases its energies into the grass, weeds, grains, nuts, and other vegetation. The vegetation continues to grow, gaining the properties of corpse grass and perpetuating the nighthaunt cycle. (Open Grave Secrets of the Undead)
Nighthaunt Shrine: ?
Nighthaunt Slip: ?
Nighthaunt Whisperer: ?
Nightwalker: Nightwalkers are the shades of extremely strong-willed and evil mortals who died and refused to pass from the Shadowfell to their eternal reward. Only the ancient, unyielding will and malice of the long-dead spirit holds a nightwalker in its corporeal shape. (Monster Manual)
Beings formed from the stuff of shadow and possessed of an incomparable maliciousness, undead stalkers roam the fringes of the Shadowfell, slaughtering mortals and shadow creatures alike. (Manual of the Planes)
The nightwalkers trace their origins to a group of powerful, disembodied souls who refused to pass on. They used the supernatural energies of the plane to forge new bodies out of the raw stuff of shadow. Their selfishness and the influence of their new forms forever stained their souls, perverting them into the monstrous entities they are to this day. (Manual of the Planes)
Nightwalker, Askaran-Rus: Askaran-Rus was once a mortal necromancer, but when his time ran out and his soul drifted to the Shadowfell, he refused to surrender to fate and instead gathered the stuff of shadow to construct a new body for himself—an obscene thing filled with cruelty, spite, and endless malice. (Draconomicon II: Metallic Dragons)
Nightwalker, Porapherah: ?
Nightwalker, Yannux: ?
Oni Howling Spirit: Howling spirits are the souls of depraved oni that become trapped in the Shadowfell. (Open Grave Secrets of the Undead)
Oni Souleater: Oni souleaters are oni that have traded the warmth of life for longevity in death. (Open Grave Secrets of the Undead)
Ooze Blood Amniote: BLOOD AMNIOTES ARE COMPOSED OF the congealed blood of hundreds of creatures that died in close proximity. (Open Grave Secrets of the Undead)
Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices. (Open Grave Secrets of the Undead)
Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes. (Open Grave Secrets of the Undead)
Ooze Bloodrot: BLOODROT OOZES ARE UNDEAD JELLIES that form when humanoids are melted by acid. (Open Grave Secrets of the Undead)
Ooze Bone Collector: ?
Ooze Spirit Ooze: Spirit oozes are ravenous, incorporeal creatures that are created when wisps of matter from insubstantial undead congeal into a single amorphous entity. (Open Grave Secrets of the Undead)
Ooze Undead: INFUSED WITH NECROTIC ENERGY, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths. (Open Grave Secrets of the Undead)
Oreiax: Doresain the Ghoul King found hints of Syvexrae’s plans in her deteriorating mind as he fed upon her mind daily. After millennia of collating clues from her mind, Doresain discovered the location of the massive egg in the mortal world. Doresain infused the egg with demonic ichor and necromantic vitality. The child in the egg tore out of the shell ages before his time, emerging as a stunted sliver of the enormous entity he should have been. Doresain named the child Oreiax, from the Abyssal words for “always hungry.” (Open Grave Secrets of the Undead)
Pale Reaver: Pale reavers are the undead spirits of humanoids that were killed because they betrayed a person or organization who trusted or relied upon them. (Open Grave Secrets of the Undead)
The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Pale Reaver Creeper: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Pale Reaver Lord: ?
Pale Reaver Lord, Havarr: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals. (Madness at Gardmore Abbey)
Penanggalan: According to legend, the first penanggalan was a young baroness of Harkenwold, plain of face and scant of suitors. But what she lacked in beauty she made up for in wit, and the maiden discovered arcane texts of Bael Turath in the vaults of her father’s estate. She invoked the rituals therein and conjured a devil, which promised her matchless beauty and eternal life if only she would serve it forever. (Monster Vault Threats to the Nentir Vale)
The devil’s bargain was not so glorious as it had appeared, for such was the maiden’s beauty that armies clashed for her hand, and her father was forced to lock her away in a tower to protect her. Alone in her wretched beauty, the maiden begged the gods to forgive her vain folly, and she swore to do penance before them. (Monster Vault Threats to the Nentir Vale)
But the devil had other plans. It whispered the secret of the maiden’s unlikely beauty into the ear of the high priest, and before she could do her penance, the maiden was seized from her tower and hanged as a devil worshiper. (Monster Vault Threats to the Nentir Vale)
The maiden’s body dangled from the gallows until midnight, at which time it slid to the ground, leaving her head behind in the noose, gory intestines dangling beneath. Then the maiden opened her eyes and saw what her vanity had created. (Monster Vault Threats to the Nentir Vale)
Each penanggalan’s origin involves a female who bargains with devils for immortal beauty and tries to renege, but perishes before she can complete her penance. (Monster Vault Threats to the Nentir Vale)
Penanggalan Bodiless Head: Unless her maiden’s body has been destroyed (causing the creature to become a bodiless head permanently), a penanggalan’s monstrous form does not manifest by light of day. (Monster Vault Threats to the Nentir Vale)
Penanggalan Head Swarm: ?
Phantom Brigade: Many of the knights of this order died during the chaotic time of the collapse of the empire. Some perished trying to defend the empire and prevent the onrushing disaster. Others met a more ignoble end. Of those who died in the pursuit of duty, a significant number found that death was not the end. Some mysterious magical effect or unknown curse turned the dead and dying Imperial Knights into undead guardians. They were suspended in an existence that tied them to the empire forever. (Monster Vault Threats to the Nentir Vale)
The Phantom Brigade consists of the spirits of ancient Knights of the Empire, who were sworn to protect the secrets of Nerath and its emperor. So committed were these ancient knights that they became ghostly soldiers, standing a never-ending watch over the vale, after their deaths during the chaos surrounding the empire's fall. (March of the Phantom Brigade)
Phantom Brigade Armiger: ?
Phantom Brigade Banneret: ?
Phantom Brigade Justiciar: ?
Phantom Brigade Knight-Commader: ?
Phantom Brigade Squire: ?
Phantom Brigade Templar: ?
Plaguechanged Maniac: ?
Portal Thing: The thing in the cavity is an animated mass of coagulated black blood drained from hundreds of defeated opponents. (E1 Death's Reach)
Ragewind, Sword Spirit: Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in battle. (Monster Vault Threats to the Nentir Vale)
The Nentir Vale is strewn with ancient battlefields where the armies of Nerath once clashed with orcs, primitive hill folk, and barbarian tribes, and where the tieflings of Bael Turath fought the dragonborn legions of Arkhosia. Among the ruins of these bygone conflicts lurk creatures of lingering malice—the spirits of despondent soldiers whose lives were thrown away for no satisfying purpose. These spirits can muster enough will to animate their ancient weapons and strike back at the living, whom they both envy and despise. (Monster Vault Threats to the Nentir Vale)
Reaper: Common folk regard reapers as embodiments of death that escort souls to the Shadowfell, but their true nature is more sinister. Reapers are servants of Vecna, and they are sent out by the god and his followers to collect souls for profane rituals. (Open Grave Secrets of the Undead)
Reapers are failed undead imitations of the Raven Queen’s sorrowsworn. Although Vecna did not succeed in copying the powerful servants, he has nonetheless found use for reapers. (Open Grave Secrets of the Undead)
Reaper Abhorrent Reaper: ?
Reaper Abhorrent Reaper Terror: ?
Reaper Entropic Reaper: ?
Revenant: Resilient souls returned from death to do the work of Fate. (Player's Option Heroes of Shadow)
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans. (Player's Option Heroes of Shadow)
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable to find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant. (Player's Option Heroes of Shadow)
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife. (Player's Option Heroes of Shadow)
Risenguard of Drzak: ?
Rot Harbinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation. (Monster Manual)
Rot Harbinger Putrid Rot Harbinger: ?
Rot Harbinger Reaver: ?
Rot Harbinger Rot Hurler: ?
Rot Harbinger Rot Slinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation. (Monster Manual)
Rot Harbinger Rot Slinger Captain: ?
Rot Harbinger Rot Slinger Decayer: ?
Rot Harbinger Rot Spewer: ?
Scaled Guardian: ?
Sceptenar: Adventurers wielding a great weapon that had been forged to destroy undead, some sort of stone scepter, made their way to the capital and killed Raja Thirayam. Lands near to Thirayam’s empire thought they had reason to celebrate when word spread of the emperor’s death. Elation turned to horror when it was revealed that upon the raja’s death, his life force divided and possessed the four audacious heroes. In turn, each adventurer was slowly consumed by the malevolent spirit of the emperor; the raja lives on, his body four-fold and harder to destroy than ever.
Sceptenar Vasabhakti: Sceptenar Vasabhakti, daughter of the late ruler of Khatiroon, rules the southern province of Hantumah. Once a kind and benevolent princess, Vasabhakti was possessed and corrupted by the undead forces that overtook her homeland. (Open Grave Secrets of the Undead)
Shadow Spirit: In the bleak, desolate corners of the Shadowfell, and in parts of the world where the Shadowfell bleeds over, sometimes death doesn’t represent the end of a creature’s existence. When a creature dies in one of these places, its soul is trapped, transforming the creature into a shadow spirit. (Open Grave Secrets of the Undead)
“Shadow spirit” is a template you can apply to any living beast, humanoid or magical beast. (Open Grave Secrets of the Undead)
Prerequisites: Living beast, living humanoid, or living magical beast (Open Grave Secrets of the Undead)
Shadowclaw: ?
Shadowclaw Nightmare: ?
Shadowskull: ?
Skeletal Arcane Guardian: ?
Skeletal Dragon: Skeletal dragons can arise from necromantic rituals or through the uncontrolled forces of the Shadowfell. (Draconomicon I Chromatic Dragons)
Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world. (Draconomicon I Chromatic Dragons)
Skeletal Dragon Bonespitter: ?
Skeletal Dragon Razortalon: ?
Skeletal Dragon Siegewyrm: THE LARGEST OF THE DRACONIC SKELETONS, a siegewyrm is made from the bones of mighty dragons. (Draconomicon I Chromatic Dragons)
Skeletal Mage, Yisarn: A band of elves ambushed and killed him, but an evil curse animated his bones, turning him into an undead horror. (Dungeon Master's Kit)
Skeleton: ANIMATED BY DARK MAGIC and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator. (Monster Manual)
Skeletons are created by means of necromantic rituals. Locations with strong ties to the Shadowfell can also cause skeletons to arise spontaneously. (Monster Manual)
SKELETONS RARELY EXIST WITHOUT PURPOSE. Whether crafted through necromantic ritual or raised from a tomb, they relentlessly attack when compelled to kill. (Monster Manual 2)
Necromancy grants violent motion to these fleshless bones, letting them defy death and deliver it to others. (Monster Vault)
“ Nothing holds them together but magic, a necromantic binding that knits bone with scraps of soul and the merest hint of will.”—Kalarel, scion of Orcus. (Monster Vault)
A skeleton’s creation is considered a vile act, though, for it requires disturbing a creature’s bones in the most profane way. A skeleton raised into undeath moves through the power of a soul’s discarded animus; it is a primal force that binds the soul and body to make life possible. Without an animus, a skeleton cannot exist. (Monster Vault)
Many powers can cause a skeleton to rise from the grave: holy power, necrotic energy, a dark ritual, a necromantic spell or hex, a curse from the lips of a dying person. (Monster Vault)
ALL SKELETONS ARISE FROM THE BONES of once-living creatures. That basic truth says little about the details of a particular skeleton, however. The character of the living creature, the manner of its death, the requirements of a necromancer, and the deceased’s former relationships—all these factors affect the nature and purpose of a skeleton. (Open Grave Secrets of the Undead)
The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen. (Open Grave Secrets of the Undead)
Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
Skeleton Archer: ?
Skeleton Blazing Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery. ( Dark Legacy of Evard)
Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Skeleton Bloodblade Hobgoblin Skeleton: ?
Skeleton Bonecrusher Skeleton: Bonecrusher skeletons arise from the bones of ogres, minotaurs, oni, giants, and other large creatures. (Monster Manual 2)
Skeleton Bonecrusher Skeleton Hulk: ?
Skeleton Bonepile Hobgoblin Skeleton: ?
Skeleton Boneshard Mongrel: ?
Skeleton Boneshard Skeleton: Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons. (HS2 Orcs of Stonefang Pass)
Skeleton Boneshard Troll Skeleton: Shortly after Skalmad declared himself king, these five lesser clan chiefs tried to seize power for themselves. After slaying them, the troll king had them turned into boneshard skeletons and placed as guards in this chamber. (P1 King of the Trollhaunt Warrens)
Skeleton Bonewretch Skeleton: ?
Skeleton Death Kin Skeleton: Death kin skeletons are siblings, kin, or lovers who died in a suicide pact or similar circumstance. (Open Grave Secrets of the Undead)
Skeleton Decaying Skeleton: ?
Skeleton Decrepit Goblin Skeleton: ?
Skeleton Decrepit Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery. (Dark Legacy of Evard)
Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead. (H1 Keep on the Shadowfell)
Skeleton Demonic Skeleton Defilade: ?
Skeleton Giant Skeletal Bat: Giant skeletal bats are the remains of riding bats that were abandoned by their masters in battle. (Open Grave Secrets of the Undead)
Skeleton Hobgoblin Shadow Skeleton: ?
Skeleton Hobgoblin Skeleton: ?
Skeleton Horse Skeletal: ?
Skeleton Knight, Sir Keegan: As commander of the keep’s soldier, Sir Keegan held the responsibility of protecting the rift. In that duty he failed, and to this day, his spirit despairs over his failure. (H1 Keep on the Shadowfell)
“I failed in my responsibility. I allowed the influence of the Shadow Rift and my knowledge of the crumbling empire to distract me from my sworn oath. The corruption that lies on the other side of the rift touched me and triggered disaster.” (H1 Keep on the Shadowfell)
“Finally the alarm went up, and what remained of the legion banded together against me. Even in my rage, I knew I couldn’t best them all, so I fled into the crypts to hide from vengeance. Only then did the madness lift. I realized what I had done and despaired. I had killed my love and broken my oath. More than that, I had done so with my sword, Aecris, an implement given to me by King Elidyr when I was knighted. The remnants of my legion sealed the passage and trapped me here. I selected this as a fitting place to spend eternity.” (H1 Keep on the Shadowfell)
Skeleton Marrowshriek: Marrowshriek skeletons arise from victims of malnutrition and neglect, and they crave the marrow of the living. (Open Grave Secrets of the Undead)
Skeleton Sentinel: ?
Skeleton Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat. (Player's Option Heroes of Shadow)
Skeleton Shattergloom Skeleton: Shattergloom skeletons are created in dark chambers where natural light cannot reach. (Open Grave Secrets of the Undead)
Skeleton Skeletal Archer: Over a period of several weeks, skeletons can be trained in the use of bows to produce skeletal archers. (Open Grave Secrets of the Undead)
Skeleton Skeletal Hauler: Skeletal haulers are the remains of humanoid slaves and physical laborers. (Open Grave Secrets of the Undead)
Skeleton Skeletal Legionary: ?
Skeleton Skeletal Legionnaire: Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Skeleton Skeletal Steed: Skeletal steeds rarely arise alone; they awaken from death with their riders or are created by rituals as mounts. (Monster Manual 2)
Skeleton Skeletal Tomb Guardian: Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull. (Madness at Gardmore Abbey)
Vadin Cartwright has animated several skeletons of fallen knights. (Madness at Gardmore Abbey)
Skeleton Skeletal Tomb Guardian Thrall: ?
Skeleton Skinwalker Skeleton: Skinwalker skeletons are produced when a necromancer grafts skin to animated bones. (Open Grave Secrets of the Undead)
Skeleton Soldier: ?
Skeleton Spine Creek: Spine creep skeletons are the result of unjustly beheaded humanoids or those torn to pieces by an angry mob. (Open Grave Secrets of the Undead)
Skeleton Stonespawned Skeleton: Stonespawned skeletons are created when humanoids are crushed under tons of rock and left entombed in stone. (Open Grave Secrets of the Undead)
Skeleton Troop Captain, Elite Skeleton: ?
Skeleton Vizier's Skeleton: Lord Vizier's Plume of Death power. (Dark Sun Creature Catalog)
Skeleton Warrior: ?
Skull Lord: The first skull lords arose from the ashes of the Black Tower of Vumerion. None can say whether they were created intentionally by the legendary human necromancer Vumerion or came forth spontaneously from the foul energies of his fallen sanctum. The ritual for creating new skull lords also survived Vumerion’s fall, eventually finding its way into the hands of Vumerion’s rivals and various powerful undead creatures. (Monster Manual)
Skull Spirit: ?
Slaad Putrid Slaad: Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes. (Monster Manual 3)
Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords. (Monster Manual 3)
Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad. (Monster Manual 3)
Spawn of Kyuss: LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end. (Monster Manual 3)
Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers. (Monster Manual 3)
A spawn of Kyuss is created when an infection from a particular species of necrotic burrowing worms kills its host and transforms the creature into an undead monstrosity. (Open Grave Secrets of the Undead)
Akin to larva undead, spawns of Kyuss were the Bonemaster’s first experiments in the creation of larva- and worm-infused creatures. These larval zombies typically lack the subtlety and power of larva undead, but the strength and virulence of their attacks makes them nonetheless formidable. (Open Grave Secrets of the Undead)
“Spawn of Kyuss” is a template you can apply to any beast, humanoid, or magical beast. Although the template is most often applied to living creatures, this is not a prerequisite. The infection can afflict virtually any kind of creature, but it typically infects strong subjects that can best spread the disease.
Prerequisites: Level 11, and beast, humanoid, or magical beast. (Open Grave Secrets of the Undead)
Spawn of Kyuss Herald of Kyuss: Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body. (Monster Manual 3)
Spawn of Kyuss Son of Kyuss: Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born. (Monster Manual 3)
Touch of Kyuss disease. (Monster Manual 3)
Spawn of Kyuss Wormspawn Praetorian: PONDEROUS WARRIORS CRAFTED from the cast-off maggots and vermin of Kyuss and similar large larva creatures, wormspawn praetorians fight with unflinching devotion to their creator. (Open Grave Secrets of the Undead)
A humanoid killed by Kyuss rises as a wormspawn praetorian at the start of Kyuss’s next turn. (Open Grave Secrets of the Undead)
Spawn of Kyuss Wretch of Kyuss: Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches. (Monster Manual 3)
Spawn of Kyuss Burrowing Worm power. (Monster Manual 3)
Spawn of Kyuss Herald of Kyuss Writhing Pronouncement power. (Monster Manual 3)
Specter: In life, specters were murderous and vile humanoids, although they remember nothing of their past. (Monster Manual)
In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead. (Open Grave Secrets of the Undead)
Specters that arise from slain mortals twisted by insanity often produce auras that outwardly manifest the fragmented condition of their minds. (Open Grave Secrets of the Undead)
When Saharelgard fell, a would-be looter was captured and slain in this chamber. This hateful thief returned as a specter. (FR1 Scepter Tower of Spellgard)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Specter Force Specter: ?
Specter Hobgoblin Specter: ?
Specter, Greysen Ramthane's Specter: ?
Specter Voidsoul Specter: ?
Spectral Servant: ?
Spider Husk Spider: Drow despise undead spiders, seeing in them a perversion they can not tolerate. Enemies often capture living spiders and animate them with fell magic to enrage the drow and cause them to act rashly on the battlefield. (P2 Demon Queen's Enclave)
Spirit-Animated Plant Monster: ?
Spirit Possessed: Some spirits can inhabit and control living creatures. These creatures hide among the living, aping the actions of the host. Under this guise, a spirit works covertly toward its malicious goals. (Open Grave Secrets of the Undead)
“Spirit possessed” is a template you can apply to a living creature to represent a subject whose body is possessed by an undead spirit. (Open Grave Secrets of the Undead)
Prerequisites: Living creature, level 11, Charisma 13 (Open Grave Secrets of the Undead)
Stirge Death Husk Stirge: Necromancers trap stirges in the cavernous bodies of giant undead. When the undead opens its maw, famished stirges come pouring out to attack the nearest warm-blooded creature. (Monster Vault)
Thrax: According to legend, Gerot’s people were great warriors, haughty and proud. They impressed Grand Vizier Abalach-Re, who offered the mountain community an alliance if its fighters would join Raam’s legions. In their arrogance, the Gerotians declined, and they killed Abalach-Re’s envoys. (Dark Sun Creature Catalog)
Enraged, the sorcerer-queen unleashed a vicious curse against Gerot’s populace. The townsfolk were struck with an unquenchable thirst. The twisted brilliance behind her curse was that life-sustaining, pure water would bring death to any Gerotian. Within days, the entire town had died. What Abalach-Re hadn’t expected was that every cursed Gerotian would rise in undeath, becoming the first thraxes. (Dark Sun Creature Catalog)
Timesus, The Black Star: An ancient island mote hanging deep within the Abyssal void. Known as the Forge of Four Worlds, it acts as a conduit for elemental and arcane energy-energy that Orcus plans to use to restore Timesus and convert the primordial into one of the undead. (E3 Prince of Undeath)
Treant Blackroot Treant: ?
Treant Petrified Treant: ?
Troll Ghost Troll Render: ?
Troll Undead Troll King, Vard King of All Trolls: Vard, king of all trolls, tied himself to the Stone Cauldron in life. Each time Skalmad uses the Cauldron, Vard inches closer to returning to life. Finally, with his second death, Skalmad provides the last push necessary to bring back the undead troll king. If Skalmad escaped at the end of Encounter W12, his return to the Cauldron also allows Vard to step through the veil of death and take possession of Skalmad’s body. (P1 King of the Trollhaunt Warrens)
Undead Aviary: Although some creatures of the undead aviary animate naturally, most are produced by necromancers. (Open Grave Secrets of the Undead)
Undead Aviary Accipitridae: Accipitridae are the corrupt product of vultures that feed on undead flesh. The undead flesh poisons and kills the vultures, and they reanimate as these cruel, avian monsters. (Open Grave Secrets of the Undead)
Undead Aviary Couatl Mockery: Couatl mockeries are masses of animated scales and feathers collected from slain couatls. (Open Grave Secrets of the Undead)
Abomination Discord Incarnate Create Couatl Mockery power. (Open Grave Secrets of the Undead)
Undead Aviary Fear Moth: A fear moth is composed of thousands of living and dead moths that all died simultaneously from some cataclysm. (Open Grave Secrets of the Undead)
Undead Aviary Paralyth: MADE SENTIENT THROUGH FOUL MAGIC, a paralyth is the animated spine and brain of a humanoid. (Open Grave Secrets of the Undead)
Paralyths are created when necromancers extract the brains and spines from recent victims. (Open Grave Secrets of the Undead)
Undead Aviary Skin Kite: Skin kites consist of skin flayed from torture victims that is spontaneously or intentionally animated. (Open Grave Secrets of the Undead)
Undead Dragon: Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites. (Draconomicon II: Metallic Dragons)
Undead Dragon Turtle: Necromancers created more than one undead dragon turtle from those slain in the lake. (Forgotten Realms Campaign Guide)
Undead Lamia, Meremoth: ?
Undead Paladin of Moradin: ?
Undead Soldier: ?
Undead Vecna Cultist: Cultists of Vecna often undergo profane rites that transform them into undead. These cultists are the most dedicated followers of Vecna. (Open Grave Secrets of the Undead)
Undying Court: Worthy elves gain immortality among the undying. Whether sage or soldier, benevolent undead aid and advise the living in the hope that such service will one day qualify them to join the powerful undead elves that make up the Undying Court. (Eberron Campaign Guide)
The death of thousands of elves in the war against the giants of Xen’drik led to an elven obsession with preserving the greatest among their people. The elves’ exploration of the mysticism of death created the religion of the Undying Court, which involves the veneration of ancestors and the pursuit of personal perfection. The reward for success on this mystical path is immortality in an undying body. (Eberron Campaign Guide)
Unrisen: RITUALS GO AWRY, AND WHEN the ritual is Raise Dead or a similar form of magic, the results can be grim. The ritual might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing—it returns as an unrisen. (Open Grave Secrets of the Undead)
An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death. (Open Grave Secrets of the Undead)
The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them. (Open Grave Secrets of the Undead)
Unrisen Corrupted Offspring: ?
Unrisen Darkhoof: ?
Unrisen Tainted Priest: ?
Unrisen Vile Pet: ?
Vampire: SUSTAINED BY A TERRIBLE CURSE AND A THIRST FOR MORTAL BLOOD, vampires dream of a world in which they live in decadence and luxury, ruling over kingdoms of mortals who exist only to sate their darkest appetites. (Monster Manual)
Anyone who survives an attack from a vampire might fall prey to the vampire’s curse, entering into a deep, deathlike sleep. A person under this curse is often assumed dead and ushered through funeral rites. When that person awakes at the next sunset, he or she is a vampire. If confined within a coffin, this vampire might already be buried or could be awaiting burial in a temple or a family member’s home. Most vampires awaken as slavering spawn, but a few retain enough of themselves to emerge from death as true vampires. (Monster Vault)
And once a vampire has drained the life of a victim, it exhibits the most horrifying ability of all: The shell of its victim animates, turning into another of the walking dead. (Open Grave Secrets of the Undead)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Orcus, Demon Prince of the Undead, made the first vampires in the image of blood fiends, who are themselves made in the image of Haemnathuun. (Open Grave Secrets of the Undead)
One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin. (Player's Option Heroes of Shadow)
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare. (Player's Option Heroes of Shadow)
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not. (Player's Option Heroes of Shadow)
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics. (Player's Option Heroes of Shadow)
Vampire, Count Strahd von Zarovich: Filled with despair, jealousy, and a growing hatred for his younger brother Sergei, Strahd sought magical means to restore his youth in the hope of earning the love of Tatyana, his brother’s betrothed. In a moment of desperate frustration, he performed a powerful necromantic ritual that exchanged his mortality for enduring youth in a state of undeath: Strahd became a vampire. (Open Grave Secrets of the Undead)
Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures. (Eberron Campaign Guide)
Vampire, Ctenmiir Human Vampire: Ctenmiir was a paladin who chose to become a vampire in the pursuit of longevity. (Open Grave Secrets of the Undead)
Vampire, King Kaius ir'Wynarn III: The moment of Kaius’s transformation came when the Blood of Vol demanded he pay the price for its assistance in the Last War. The priests approached the king in the darkest days of the war, when Aundair pressed into Karrnathi lands, when food shortages threatened to starve out his people, and when disease ran rampant across the countryside. Helpless to refuse, he agreed to their terms. The Blood of Vol unearthed and disseminated stores of food and reinforced his flagging armies with undead troops and cultists of the Order of the Emerald Claw. The price, though, was far steeper than Kaius would have imagined. The ancient lich who reigned over the Blood of Vol intended to make Kaius her puppet. When he came before her, she performed a ritual to rob him of his humanity and transform him into a vampire. (Eberron Campaign Guide)
Vampire, Zirithian: Once a warrior-knight of Lolth in service to Matron Urlvrain, Zirithian made a pact with Orcus and turned against his mistress. He earned a great boon from Orcus, transforming into a vampire with a few of the lesser powers. (P2 Demon Queen's Enclave)
Vampire Corpse Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation. (Open Grave Secrets of the Undead)
A corpse vampire is the result when a humanoid cadaver is buried improperly, robbed of its burial possessions, or left in a place polluted by evil energy. (Open Grave Secrets of the Undead)
Vampire Drow Vampire Spawn: ?
Vampire Elder Vampire Spawn: ?
Vampire Lord: A vampire lord can make others of its kind by performing a dark ritual (see the Dark Gift of the Undying sidebar). Performing the ritual leaves the caster weakened, so a vampire lord does not perform the ritual often. (Monster Manual)
Vampire lord is a monster template that can be applied to nonplayer characters. (Monster Manual)
The vampire lord template is one example of an undead created by life drain. (Open Grave Secrets of the Undead)
Some are former spawn freed by their creators’ deaths, others mortals chosen to receive the “gift” of vampiric immortality. (Dungeon Master's Guide)
“Vampire lord” is a template you can apply to any humanoid creature of 11th level or higher. (Dungeon Master's Guide)
Prerequisites: Humanoid, level 11 (Dungeon Master's Guide)
Vampire Lord, Gulthias: ?
Vampire Lord, Kas the Betrayer: ?
Vampire Lord, Lareen: ?
Vampire Lord, Saed: ?
Vampire Lord, Nexull: ?
Vampire Lord Eladrin, Kannoth: ?
Vampire Lord High Preceptor: ?
Vampire Lord Human Fighter: ?
Vampire Lord Human Wizard, Manshoon: ?
Vampire Master Vampire: ?
Vampire Muse: ?
Vampire Necromancer, Dayan: ?
Vampire Night Witch: ?
Vampire Priest of Bane, Barthus: ?
Vampire Snaketongue Vampire: ?
Vampire Spawn: LIVING HUMANOIDS SLAIN BY A VAMPIRE LORD’S BLOOD DRAIN are condemned to rise again as vampire spawn—relatively weak vampires under the dominion of the vampire lord that created them. (Monster Manual)
A living humanoid slain by a vampire lord’s blood drain power rises as a vampire spawn of its level at sunset on the following day. This rise can be prevented by burning the body or severing its head. (Monster Manual)
A living humanoid reduced to 0 hit points or fewer—but not killed—by a vampire lord can’t be healed and remains in a deep, deathlike coma. He or she dies at sunset of the next day, rising as a vampire spawn. A Remove Affliction ritual cast before the afflicted creature dies prevents death and makes normal healing possible. (Monster Manual)
Vampire Spawn Bloodhunter: ?
Vampire Spawn Bloodspiker: ?
Vampire Spawn Fleshripper: Barthus captured a group of ruffians in the ruins several years ago and transformed them into vampire spawn minions after feasting on them. (FR1 Scepter Tower of Spellgard)
Vampire Spirit Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation. (Open Grave Secrets of the Undead)
When a spirit vampire or a corpse vampire reduces a living humanoid to 0 hit points or fewer without killing it, the humanoid enters a deep coma. If treated with the Remove Affliction ritual, the humanoid can be healed normally. Otherwise, he or she dies at sunset the next day and becomes a spirit vampire. (Open Grave Secrets of the Undead)
Vampire Thrall: Vampire spawn are useful servants, but sometimes a vampire requires servants that are more hardy and subtle. By feeding on a subject’s blood over an extended period of time, a vampire can condition a creature to be a strong yet obedient servant. (Open Grave Secrets of the Undead)
As a reward for good service, the former owner of the Mask of Kas becomes a vampire lord when it moves on. If the Mask is displeased with its former owner, it instead tries to cause the owner’s death by attracting hordes of undead to his or her location. (Open Grave Secrets of the Undead)
“Vampire thrall” is a template you can apply to any living humanoid to represent that creature’s service to a vampire lord. (Open Grave Secrets of the Undead)
Prerequisites: Living humanoid (Open Grave Secrets of the Undead)
Vampiric Dragon: The only way to create a vampiric dragon is through the same dark ritual that creates a vampire lord. (Draconomicon I Chromatic Dragons)
Vampiric Dragon, Tzevokalas: Who he was before becoming a vampire, or why he chose this region to hunt, nobody knows. (Draconomicon I Chromatic Dragons)
Vampiric Dragon Bloodwind: ?
Vampiric Dragon Thief of Life: ?
Vampiric Mist: These sanguine mists, the remains of a secret coven of vampires, prowl the Witchlight Fens in search of blood. (Monster Vault Threats to the Nentir Vale)
Long ago, a coven of vampires claimed the marshy expanse known as the Witchlight Fens as their secluded demesne, wherein was hidden the phylactery of their dark liege—a powerful lich whose name has been forgotten. If the old stories are true, the phylactery still lies somewhere in the swamp, well removed from more traveled areas of the region. The lich’s whereabouts are unknown, and its presence has not been felt for generations. As for the vampires in the lich’s employ, their corporeal bodies were consumed long ago, yet they linger still as deadly clouds of mist that turn crimson when flush with the blood of their victims. (Monster Vault Threats to the Nentir Vale)
One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life. (Monster Vault Threats to the Nentir Vale)
Any vampire that becomes trapped in gaseous form (usually as a result of losing its sacred resting place) can transform into a vampiric mist by sheer force of will. (Monster Vault Threats to the Nentir Vale)
Vampiric Mist Chillborn Vampiric Mist: ?
Vampiric Mist Corruptor: ?
Vampiric Mist Crimson Deathmist: One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life. (Monster Vault Threats to the Nentir Vale)
Vecna, The Whispered One, Master of the Spider Throne, The Undying King, Lord of the Rotted Tower, The Maimed God, Lord of Secrets: Vecna, the god of magic, necromancy, and secrets, pursued undeath as part of his rise to godhood. (Open Grave Secrets of the Undead)
Vecna Aspect of Vecna: CONJURED BY MEANS OF A RITUAL known only to devotees of Vecna, an aspect of Vecna heeds its summoner and resembles the Whispered One in cunning and intelligence. (Open Grave Secrets of the Undead)
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside. (Player's Option Heroes of Shadow)
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky. (Player's Option Heroes of Shadow)
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality. (Player's Option Heroes of Shadow)
Wight: SOLDIERS SLAUGHTER AN ELF TRIBE after a messenger fails to bring warning. A poisoned blade cuts down a dwarf before he achieves his life’s goal. Both die, but their intense yearnings resurrect soulless bodies, driving the corpses to endlessly pursue what likely can never be accomplished. (Dark Sun Creature Catalog)
As a soul passes into the Gray, its deepest unmet desire can splinter off to animate the physical form that its soul abandoned. The splinter accesses the memories, needs, and desires of the body’s former occupant. Those passions are married to an overwhelming hunger for life force, and a wight is born. (Dark Sun Creature Catalog)
A wight has a body and a feral awareness granted by the animus, but no soul. (Open Grave Secrets of the Undead)
Wight Ashgaunt: These foul creatures were created by a faction of Orcus worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath. (Dragon Magazine Annual)
Wight Battle Wight: ?
Wight Battle Wight Commander: ?
Wight Chainfighter Wight: ?
Wight Champion Wight: ?
Wraith Frost Giant Sword Wraith: ?
Wight Deathlock Wight: One of the arcanists interred in this chamber was a wizard making secret preparations for becoming a lich. Though he was slain in a spell duel before he could complete the process, he had already suffused his being with an unholy power that allowed him to rise as a deathlock wight. (FR1 Scepter Tower of Spellgard)
Wight Drow Battle Wight: ?
Wight Drow Battle Wight Commander: ?
Wight Dune Runner Wight: ?
Wight Hobgoblin Wight: ?
Wight Hobgoblin Wight, Ashurta: ?
Wight Life-Eater: ?
Wight Oath Wright: Ruins pock the wastelands of Athas. Devastating attacks leveled cities and buried inhabitants where they stood, heedless of whether the victims were scoundrels or scholars, wastrels or artisans. The slain seldom rest easy, especially those who were on the brink of success, a historic discovery, or birthing a child. Oath wights crawl from the rubble. The creatures vibrate with rage and disappointment, throbbing with the futility of their former souls’ pursuits and passions. (Dark Sun Creature Catalog)
Wight Shallowgrave Wight: ?
Wight Skullborn Deathlok Wight: ?
Wight Slaughter Wight: ?
Wight Slaughter Wight Overlord: ?
Wight Thrall: A charismatic ruler or commander is brought down, and the servants and trusted advisors who perished at her side rise up as wight thralls. These creatures’ devotion spills over into death. (Dark Sun Creature Catalog)
Wight Unhallowed Wight: ?
Witherling: WITHERLINGS ARE UNDEAD CREATURES Created by gnolls to serve as shock troops and raiders. Gnoll priests ofYeenoghu use a ritual to fuse the essence of a demon with the body of a foe slain in battle. The result is a shrunken, emaciated creature that has a ghoul's paralyzing touch and a demon's relentless frenzy. (Monster Manual 2)
A WlTHERLING IS THE ANIMATED CORPSE of a Small humanoid with the head of a hyena.
Yeenoghu recently imparted to the gnolls the knowledge of the blasphemous process used to create witherlings. A war between Yeenoghu and Orcus is brewing, and the witherlings are but one of several new weapons that the Prince of Gnolls has given to his children. (Monster Manual 2)
Witherling Botched Witherling: ?
Witherling Death Shrieker: A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form of witherling. (Monster Manual 2)
Witherling Horned Terror: A HORNED TERROR is AN UNDEAD abomination created from the specially preserved corpse of a minotaur. (Monster Manual 2)
Witherling Rabble: WHEN GNOLLS OR NECROMANCERS create witherlings, the process sometimes goes awry. The magic instead & creates witherling rabble, inferior forms of the creatures. (Monster Manual 2)
Witherling Mote: ?
Worm of Ages: Below Death's Reach burrows a great worm, long dead but roused from eternal slumber by the soulfall. (E1 Death's Reach)
Wraith: THIS RESTLESS APPARITION LURKS IN THE SHADOWS, thirsting for souls. Those it slays become free-willed wraiths as hateful as their creator. (Monster Manual)
When a wraith slays a humanoid, that creature’s spirit rises as a free-willed wraith of the same kind. With the aid of magic or ritual, and with the proper components, a necromancer can summon or even create a wraith. Other wraiths are born on the Shadowfell, and many remain there or enter the natural world through planar rifts and gates. (Monster Manual)
Common wraiths can also evolve into larger, more malevolent wraiths over time. (Monster Manual)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
When a person dies and his or her spirit departs, the animus can remain, clinging to a vestige of life. The animus can become a wraith, an insubstantial creature that emerges amid the vanishing memories of a person’s life; it becomes trapped in an endless afterlife, tortured by remembered sensations and driven mad by a hunger to reclaim the life it once had. (Monster Vault)
Life consists of three parts: body, spirit, and will. Without will, the body ceases to function and the spirit leaves. Sages call the will the animus, and they regard it as the shadow of the soul. When a body dies or a spirit departs, sometimes the animus remains in the world. Without the spirit, though, the animus has no purpose, and it runs amok. Like many undead, a wraith is the result of an unfettered animus. (Monster Vault)
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. (Monster Vault)
When a wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit. (Monster Vault)
When a mad wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit. (Monster Vault)
Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy. (Open Grave Secrets of the Undead)
Wraiths have a similar thirst for mortal souls, using the resulting energy to spawn their dreadful progeny. (Open Grave Secrets of the Undead)
Areas tainted by necromantic seepage in the Shadowfell spawn wraiths. (Open Grave Secrets of the Undead)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Most wraiths spawn more of their kind when they murder a humanoid. (Open Grave Secrets of the Undead)
Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Draconomicon I Chromatic Dragons)
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths. (Draconomicon I Chromatic Dragons)
A shadar-kai could live longer than any eladrin. Few do, however; the consequences of extreme living keep them from seeing old age. Some simply fade away, disappearing into shadow and death, perhaps leaving behind a wraith as the soul passes into the Raven Queen’s care. (Dragon Magazine Annual)
DEATH’S HUNGER (H3 Pyramid of Shadows)
The power of death is strong in this area. A bloodied creature anywhere in the area can score a critical hit on a natural die roll of 19 or 20. (H3 Pyramid of Shadows)
A character who falls to 0 hit points or fewer anywhere in within the area shown on the encounter map is immediately teleported into one of the empty coffins in the northeast room. The lid of the coffin slams shut and requires a DC 20 Strength check to open (from either side). Each time a character inside a coffin fails a death saving throw, each battle wight (if any remain) regains 24 hit points. A character who dies inside one of the coffins rises as a wraith at the start of the frightful wraith’s next turn, exactly as if the wraith had killed the creature. With phasing, the character can escape the coffin and rejoin the battle, now fighting on the side of the other undead. (H3 Pyramid of Shadows)
A zombie holds a struggling goblin in its hands and plunges the screaming goblin into the southeastern pool. Instantly, the goblin stops struggling and the pool turns red. A wraith emerges from the goblin's body. (Halls of Undermountain)
If a living creature enters or starts its turn in the pool, it must make a saving throw. If it fails the saving throw, the creature loses a healing surge. If a creature with no healing surges fails the saving throw while in the pool, the creature dies and is immediately turned into a wraith. (Halls of Undermountain)
If anyone disturbs the garter or the bones of Trestyna Ulthilor, the priestess's spirit rises as a wraith. (Halls of Undermountain)
The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey. (Madness at Gardmore Abbey)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Seekers of the Ashen Crown)
Wraith, Kravenghast: ?
Wraith Dread Wraith: When many people die abruptly, a dread wraith can coalesce from their collected spirits. (Monster Manual)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a dread wraith under Orcus’s command. (Monster Manual)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Delve)
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Dungeon Magazine Annual Vol. 1)
By the time the adventurers rush to the Raven Queen's aid, she is already staked to the floor of her throne room by the shard of evil. Although she is not yet destroyed. her power to judge souls and send them to their final destinations fails. (E3 Prince of Undeath)
The consequences of this have yet to propagate. Within Letherna, Raise Dead and similar rituals work normally however, each time a creature is raised to life, a dread wraith appears in a square adjacent to the raised creature. (E3 Prince of Undeath)
Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (E3 Prince of Undeath)
Wraith Dread Wraith Assassin: ?
Wraith Figment: When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control. (Monster Vault)
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this mad wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. (Madness at Gardmore Abbey)
Wraith Filching Wraith: ?
Wraith Forge Wisp Wraith: Forge wisp wraiths are individual spirits that failed to join together to form a forgewraith. (Dungeon Magazine Annual Vol. 1)
Wraith Frightful Wraith: Any humanoid killed by a frightful wraith rises as a free-willed frightful wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (H3 Pyramid of Shadows)
Wraith Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Wraith Mad Wraith: Four Gardmore paladins-Engram, Dorn, Silas, and Hromwere assigned to guard and transport the Brazier. When the abbey was attacked, Engram, Dorn, and Silas carried the relic to the rendezvous point in the garrison. (Madness at Gardmore Abbey)
The wizard Vandomar sealed the three knights inside to protect them while they waited for their companion. However, Hrom fell in battle before reaching the others. Without him, they were unable to open the chest holding the Brazier. Driven mad by the relentless whispers of the evil spirits that invaded the place, the knights killed each other. (Madness at Gardmore Abbey)
Vandomar was unable to save the paladins. To prevent the evil that had destroyed them from spreading, he reinforced the magical seal. So the garrison remains to this day, haunted by the mad spirits of the dead knights (Madness at Gardmore Abbey)
Wraith Moon Wraith: Any humanoid killed by a moon wraith rises as a free-willed moon wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Moon wraiths are floating, crescent-shaped apparition that are created when a lycanthrope dies during its transformation. (Open Grave Secrets of the Undead)
Wraith Oblivion Wraith: Any humanoid killed by an oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
It is created when a person dies violently during an important life event, such as a wedding or a coronation. (Open Grave Secrets of the Undead)
Wraith Phane Wraith: ?
Wraith Shadow Wraith: ?
Wraith Sovereign Wraith: ?
Wraith Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Monster Manual)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by Kravenghast rises as a free-willed sword wraith at the start of Kravenghast’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (P2 Demon Queen's Enclave)
Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (P3 Assault on Nightwyrm Fortress)
Any humanoid killed by a sword wraith rises as a free willed sword wraith at the start of its creator's next turn. Appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Revenge of the Giants)
Wraith Time Wraith: ?
Wraith Vortex Wraith: Any humanoid killed by a vortex wraith rises as a free-willed vortex wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith. (Open Grave Secrets of the Undead)
A vortex wraith rises when a person dies in a tornado or storm and the victim’s body is never found. (Open Grave Secrets of the Undead)
The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey. (Madness at Gardmore Abbey)
When the vortex wraith kills a humanoid, that humanoid becomes a vortex wraith the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control. (Madness at Gardmore Abbey)
Wraith Wisp Wraith: wisp wraith is the result of a wraith that failed to form correctly when another wraith used spawn wraith. (Open Grave Secrets of the Undead)
Defiling Sigil trap. (Marauders of the Dune Sea)
Wrath of Nature: MOST PEOPLE LIVING IN CITIES MEAN WELL, but a certain amount of pollution is inevitable. Livestock overgraze, communities log and burn forests, and cities dump waste and alchemical byproducts into the streams. The land is forgiving, but sometimes when an area is so wrought with pollution and death, nature’s rage gives rise to a wrath of nature, a mindless embodiment of death. (Open Grave Secrets of the Undead)
Wrath of Nature Calvary Creekrotter: Calvary creekrotters arise as a result of extreme pollution in a river, lake, or part of the ocean. When the land dies away, nature rebels, animating the dead animals and vegetation to visit wrath upon civilization. (Open Grave Secrets of the Undead)
Some evil creatures, including corrupt druids, purposefully defile bodies of water in an attempt to create these monstrosities. They dump vile substances and waste into streams and rivers, killing life and upsetting the natural order. (Open Grave Secrets of the Undead)
Wrath of Nature Cindergrove Spirit: Cindergrove spirits arise at the edge of communities in which the verdant landscape was burned to make way for civilization. (Open Grave Secrets of the Undead)
Some corrupt creatures purposefully burn natural environments rich with life and beauty in an attempt to create these monstrosities. (Open Grave Secrets of the Undead)
Zombie: A ZOMBIE IS THE ANIMATED CORPSE of a living creature. Imbued with the barest semblance of life, this shambling horror obeys the commands of its creator, heedless of its own well-being. (Monster Manual)
A typical zombie is made of the corpse of a Medium or Large creature. (Monster Manual)
Most zombies are created using a foul ritual. (Monster Manual)
Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own. (Monster Manual)
Fueled by dark magic, malevolent forces, dire curses, or angry spirits, zombies are animate corpses. Any corpse with flesh suffices to make a zombie. It might be a dead warrior from a battlefield, distended from days in the sun, guts trailing from a mortal wound. It might be a muddy cadaver of a woman recently buried and risen again, leaving maggots and worms in her wake. A zombie could wash ashore or rise from a marsh, swollen and reeking from weeks in the water. A zombie could instead appear alive, crafted from a recently deceased corpse. (Monster Vault)
A zombie need not be the size of a normal humanoid, or even humanoid in form. When a necromancer or a natural phenomenon causes a corpse to rise, the corpse could belong to the smallest beast or the largest giant. When a zombie plague infects a city, any size or kind of creature can be affected—horses, dogs, children, cats—anything that has a pulse. (Monster Vault)
For a zombie to be animated, a body’s soul must have departed. What remains in the corpse is an animus, a vital spark that drives the body without thought or conscience. Without a soul or memories, a zombie has no more humanity or intelligence than a simple animal. (Monster Vault)
In most cases, a zombie serves its creator or rises in response to the defilement of a sacred location. At rare times, zombies arise in the hundreds. These zombie plagues are provoked by cosmic, magical, or divine events. A zombie plague might be the result of an angry god, a magical experiment gone wrong, a powerful ritual, or a falling star. When the event occurs, the bodies of the dead claw out of their graves and attack the living. Anyone who dies as a result of such an assault soon becomes a zombie after acquiring the disease or curse that the zombies carry. These terrifying plagues can consume an entire civilization if left unchecked. (Monster Vault)
WHEREVER THE GRAY CARESSES THE NATURAL WORLD, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray’s touch, and the land sprouts a bountiful harvest of zombies. (Dark Sun Creature Catalog)
Defiling magic and the Gray are Athas’s primary zombie producers. Whether a templar is raising an undead army for personal gain or the Gray randomly spawns a new pack, the result is much the same. (Dark Sun Creature Catalog)
The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen. (Open Grave Secrets of the Undead)
When a corpse vampire kills a living humanoid by a means other than blood drain, that humanoid rises as a zombie of its level at sunset the next day. (Open Grave Secrets of the Undead)
As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city. (Dragon Magazine Annual)
With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room. (H1 Keep on the Shadowfell)
Cemetery Rot disease. (Open Grave Secrets of the Undead)
The Sea of Rot is so named because it is filled with a seemingly endless legion of zombies. Mortal creatures offered as sacrifices to Orcus have their spirits reborn here as conscripts in the Shambling Horde. (P2 Demon Queen's Enclave)
Justice is dire and unforgiving in Hordethrone. Intruders are placed in steel cages that hang above this plaza and left to starve to death. Later, they are raised to take their place in the Shambling Horde as new conscripts in Orcus’s undead army. (P2 Demon Queen's Enclave)
Zombie Ash Zombie: ?
Zombie Black Reaver Zombie: ?
Zombie Bladebearer Zombie, Chib Naresaar: ?
Zombie Blood Sea Zombie: Blood sea zombies are believed to have been a creation of the demon prince, Demogorgon. (Open Grave Secrets of the Undead)
Zombie Carcass Eater: It is the result of a rodent that gorges on the rotting, necrotic flesh of a canine. (Open Grave Secrets of the Undead)
Zombie Chillborn Zombie: The thousands of deaths that took place on the Downs transformed this battlefield into a place where the walls between the world and the Shadowfell are weak. People who die here reanimate as undead. This is what happened to Tirian Forkbeard. (Open Grave Secrets of the Undead)
Humanoid creatures in the Downs (the entire area shown on the full-page map) who are reduced to 5 or fewer hit points take on a pale, waxy complexion. Their veins darken and become visible through their increasingly translucent flesh. An opaque glaze dulls their eyes, and their eyes remain open even while they are unconscious. (Open Grave Secrets of the Undead)
Humanoid creatures who die transform into chillborn zombies. (Open Grave Secrets of the Undead)
If any PCs die here, you can delay their transformation until after surviving PCs have defeated their current enemies or fled the field if things are going poorly for them. Otherwise, a dead comrade rises 1 round after death. It turns on living PCs, acting last in initiative order. It has full hit points as a chillborn zombie. (Open Grave Secrets of the Undead)
Victims of zombie transformation can, after being reduced to 0 hit points, be restored to life by a Raise Dead ritual. A player whose character became a zombie can choose to roleplay the character as haunted by hazy memories of the undead state or to shrug off the incident entirely. (Open Grave Secrets of the Undead)
Creature powers that raise slain enemies as undead (such as spawn wraith) supersede the zombie breeding ground effect. (Open Grave Secrets of the Undead)
Zombie Cinder Zombie: Zombies stir in burned-out husks of torched settlements and along the cracked slopes of the volcanic Sea of Silt islands. The kiss of fire preserved these scorched bodies from the elements. (Dark Sun Creature Catalog)
Zombie Corpse Rat Swarm: A corpse rat swarm is created when vast quantities of rats die together and are then infused with necrotic energy. (Open Grave Secrets of the Undead)
Zombie Corruption Corpse: A living humanoid killed by a deathdog rises as a free-willed corruption corpse at the end of its creator’s next turn. (Open Grave Secrets of the Undead)
Deathdogs are creatures of the Shadowfell that transform their prey into corruption corpses. (Open Grave Secrets of the Undead)
Zombie Dread Zombie: ?
Zombie Dread Zombie: Dread zombies are created by powerful necromancers for war. (Open Grave Secrets of the Undead)
Zombie Dread Zombie Myrmidon: ?
Zombie Drowned One: Drowned ones are zombies that have been underwater for some time; their bloated and discolored flesh drips with foul water. Drowned ones are usually the animated corpses of humanoids who died at sea. (Open Grave Secrets of the Undead)
Zombie Feasting Zombie: Among cannibalistic halflings, inhabitants who fall ill with wasting diseases are not eaten. Instead, the people open the earth and place sick clan members inside. The diseased are covered with sod and left to die respectably—in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge. (Dark Sun Creature Catalog)
Zombie Flameborn Zombie: ?
Zombie Flesh-Crazed Zombie: ?
Zombie Grasping Zombie: ?
Zombie Gravehound: Once the Darano kennel master, Kalmo was searching the Spellgard ruins with his wolves when a magic trap slew the animals and animated them as zombies. (FR1 Scepter Tower of Spellgard)
Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead. (H1 Keep on the Shadowfell)
Zombie Goblin Zombie Archer: ?
Zombie Grave Drake: ?
Zombie Hobgoblin Soldier Zombie: ?
Zombie Hobgoblin Zombie: ?
Zombie Hulk: ?
Zombie Hulk of Orcus: ?
Zombie Hulking Zombie: ?
Zombie Infected Zombie: When a virulent plague rips though the land, sometimes the plague’s victims rise up from death. These creatures become agents of the plague, spreading infection through their diseased bite. (Open Grave Secrets of the Undead)
“Infected zombie” is a template you can apply to any zombie. The template represents a specialized kind of zombie that spreads sickness and disease. (Open Grave Secrets of the Undead)
Prerequisites: Zombie (Open Grave Secrets of the Undead)
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. The infected zombie template can be used to create undead that spread such contagion. (Open Grave Secrets of the Undead)
Zombie Kruthik Young Zombie: ?
Zombie Putrescent Zombie: Putrescent zombies are created when necrotic energy mixes with abandoned or lost corpses. Also, a necromancer can use a dedicated ritual to create putrescent zombies. (Open Grave Secrets of the Undead)
Zombie Rot Grub Zombie: Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs. (Monster Manual 3)
Zombie Rotter: Ashgaunt's Wake the Dead power. (Dragon Magazine Annual)
With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room. (H1 Keep on the Shadowfell)
Zombie Rotwing Zombie: ?
Zombie Salt Zombie: ?
Zombie Shambler: ?
Zombie Skulk Zombie: They are rumored to be animated by the will of Vecna, which gives them an abiding hatred for the living. (Open Grave Secrets of the Undead)
Zombie Skullborn Rotwing Zombie: ?
Zombie Skullborn Zombie: ?
Zombie Skullborn Zombie Husk: ?
Zombie Sodden Corruption Corpse: ?
Zombie Strahd's Dread Zombie: ?
Zombie Throng: The throng consists of the body parts and whole bodies of people killed en masse, often as a result of a disease outbreak. (Open Grave Secrets of the Undead)
Zombie Tombwalker: ?
Zombie Weak Kruthik Zombie: ?
Zombie Wrathborn: A wrathborn is a decaying and ravaged victim of homicide. Wrathborn are undead avengers, returned from the grave to track down and kill their murderers. (Open Grave Secrets of the Undead)

4e WotC
WotC Books
Monster Manual
Undead: ?
Atropal: Atropals are unfinished godlings that had enough of a divine spark to rise as undead.
Bodak: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak.
A nightwalker can turn a humanoid it has killed into a bodak using an arcane ritual that only works when cast in the Shadowfell, and only when cast by a nightwalker. Nightwalkers alone can warp the void energies of the Shadowfell to create such horrors.
Bodak Skulk: ?
Bodak Reaver: ?
Boneclaw: BONECLAWS ARE MAGICALLY CONSTRUCTED UNDEAD built to hunt and slay the living.
One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual.
Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it.
Death Knight: DEATH KNIGHTS WERE POWERFUL WARRIORS who accepted eternal undeath rather than face the end of their mortal existence. With their souls bound to the weapons they wield, death knights command necrotic power in addition to their undiminished martial prowess.
“Death knight” is a monster template that can be applied to nonplayer characters.
The ritual to become a death knight is said to have originated with Orcus, Demon Prince of the Undead. Many death knights gained access to the ritual by contacting Orcus or his servants directly, but some discovered the ritual through other means.
The ritual of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual.
Death Knight Human Fighter: ?
Death Knight Dragonborn Paladin: ?
Demon Immolith: THE SPIRITS OF DECEASED DEMONS sometimes fuse together as they fall back into the Abyss that spawned them. The event is unpredictable, and the result is a horrid demonic entity called an immolith.
Devourer: WHEN A RAVING MURDERER DIES, his soul passes into the Shadowfell. There it might gather flesh again to continue its lethal ways, becoming a devourer.
Devourers are created from the souls of murderers lost in the Shadowfell.
Devourer Spirit Devourer: ?
Devourer Viscera Devourer: ?
Devourer Soulspike Devourer: ?
Dracolich: WHEN A POWERFUL DRAGON FORSAKES LIFE and undergoes an evil ritual to become undead, the result is a dracolich.
Dracolichs are unnatural creatures created by an evil ritual that requires a still-living dragon to serve as the ritual’s focus. When the ritual is complete, the dragon is transformed into a skeletal thing of pure malevolence. Some evil dragons willingly undergo this ritual.
A handful of evil cults possess a ritual for turning a dragon into a dracolich against its will. These cults do what they must to keep knowledge of that ritual from others. When a dragon is transformed into a dracolich with such a ritual, a linkage between the cult and the dragon is formed, and the cult gains influence over the dragon’s behavior.
Dracolich Blackfire Dracolich: ?
Dracolich Runescribed Dracolich: ?
Flameskull: CREATED FROM THE SKULLS OF WIZARDS and other spellcasters, flameskulls serve as intelligent undead guardians.
Rituals for creating flameskulls are ancient, so flameskulls exist in places lost to history.
Flameskull Great Flameskull: ?
Ghost: GHOSTS HAUNT FORLORN PLACES, bound to their fate until they are finally put to rest. Sometimes they exist for a purpose, and other times they defy death through sheer will.
A ghost is the spirit of a dead creature, often a Medium humanoid killed in some traumatic fashion.
Ghost Phantom Warrior: ?
Ghost Trap Haunt: ?
Ghost Wailing Ghost, Banshee: ?
Ghost Tormenting Ghost: ?
Ghoul: Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals.
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals.
Ghoul Horde Ghoul: ?
Ghoul Abyssal Ghoul: Sometimes ghouls are graced by Doresain with power greater than their fellows. These so-called abyssal ghouls are the Ghoul King’s favorites and make up a goodly portion of the king’s Court of Teeth.
Ghoul Abyssal Ghoul Hungerer: ?
Ghoul Abyssal Ghoul Myrmidon: ?
Larva Mage: WHEN A POWERFUL EVIL SPELLCASTER DIES, his spirit sometimes takes control of the wriggling mass of worms and maggots devouring his corpse. This mass of vermin rises as a larva mage to continue the spellcaster’s dark schemes or to seek revenge against those who slew him.
Only the most evil spellcasters return to unlife as larva mages.
An elder evil being called Kyuss created the first larva mages to guard vaults of forbidden lore.
Lich: A LICH IS AN UNDEAD SPELLCASTER created by means of an ancient ritual. Wizards and other arcane spellcasters who choose this path to immortality escape death by becoming undead, but prolonged existence in this state often drives them mad.
“Lich” is a monster template that can be applied to nonplayer characters.
A mortal becomes a lich by performing a dark and terrible ritual. In this ritual the mortal dies, but rises again as an undead creature. Most liches are wizards or warlocks, but a few multiclassed clerics follow this dark path.
A lich’s life force is bound up in a magic phylactery, which typically takes the form of a fist-sized metal box containing strips of parchment on which magical phrases have been written.
Lich Human Wizard: ?
Lich Eladrin Wizard: ?
Lich Vestige: A LICH VESTIGE IS THE ARCANE REMNANT OF A DESTROYED LICH.
Mummy: Soulless beings animated by necromantic magic.
Mummy Guardian: Mummy guardians are created to protect important tombs against robbers.
Mummy Lord: “Mummy lord” is a monster template that can be applied to nonplayer characters.
A mummy lord is usually created from the remains of an important evil cleric or priest. A mummy lord might guard an important tomb or lead a cult. Yuan-ti often create mummy lords to guard temples of Zehir.
Mummy Lord Human Cleric: ?
Mummy Giant Mummy: ?
Naga Bone Naga: ?
Nightwalker: Nightwalkers are the shades of extremely strong-willed and evil mortals who died and refused to pass from the Shadowfell to their eternal reward. Only the ancient, unyielding will and malice of the long-dead spirit holds a nightwalker in its corporeal shape.
Doresain Exarch of Orcus, Doresain the Ghoul King: ?
Rot Harbinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation.
Rot Harbinger Rot Slinger: Long ago, the gods tried to slay the demon lord Orcus while he was traveling outside of the Abyss. They sent a host of angels to slay the demon lord, but Orcus ultimately prevailed, killing every last one of them. When he returned to the Abyss, the demon lord of undeath created the first rot harbingers and rot slingers as mockeries of those he’d slain and sent them to the natural world to wreak havoc on the gods’ creation.
Skeleton: ANIMATED BY DARK MAGIC and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator.
Skeletons are created by means of necromantic rituals. Locations with strong ties to the Shadowfell can also cause skeletons to arise spontaneously.
Skeleton Decrepit Skeleton: ?
Skeleton Blazing Skeleton: ?
Skeleton Boneshard Skeleton: ?
Skeleton Skeletal Tomb Guardian: ?
Skull Lord: The first skull lords arose from the ashes of the Black Tower of Vumerion. None can say whether they were created intentionally by the legendary human necromancer Vumerion or came forth spontaneously from the foul energies of his fallen sanctum. The ritual for creating new skull lords also survived Vumerion’s fall, eventually finding its way into the hands of Vumerion’s rivals and various powerful undead creatures.
Specter: In life, specters were murderous and vile humanoids, although they remember nothing of their past.
Specter Voidsoul Specter: ?
Treant Blackroot Treant: ?
Vampire: SUSTAINED BY A TERRIBLE CURSE AND A THIRST FOR MORTAL BLOOD, vampires dream of a world in which they live in decadence and luxury, ruling over kingdoms of mortals who exist only to sate their darkest appetites.
Vampire Lord: A vampire lord can make others of its kind by performing a dark ritual (see the Dark Gift of the Undying sidebar). Performing the ritual leaves the caster weakened, so a vampire lord does not perform the ritual often.
Vampire lord is a monster template that can be applied to nonplayer characters.
Vampire Spawn: LIVING HUMANOIDS SLAIN BY A VAMPIRE LORD’S BLOOD DRAIN are condemned to rise again as vampire spawn—relatively weak vampires under the dominion of the vampire lord that created them.
A living humanoid slain by a vampire lord’s blood drain power rises as a vampire spawn of its level at sunset on the following day. This rise can be prevented by burning the body or severing its head.
A living humanoid reduced to 0 hit points or fewer—but not killed—by a vampire lord can’t be healed and remains in a deep, deathlike coma. He or she dies at sunset of the next day, rising as a vampire spawn. A Remove Affliction ritual cast before the afflicted creature dies prevents death and makes normal healing possible.
Vampire Spawn Bloodhunter: ?
Wight: ?
Wight Deathlock Wight: ?
Wight Battle Wight: ?
Wight Battle Wight Commander: ?
Wight Slaughter Wight: ?
Wraith: THIS RESTLESS APPARITION LURKS IN THE SHADOWS, thirsting for souls. Those it slays become free-willed wraiths as hateful as their creator.
When a wraith slays a humanoid, that creature’s spirit rises as a free-willed wraith of the same kind. With the aid of magic or ritual, and with the proper components, a necromancer can summon or even create a wraith. Other wraiths are born on the Shadowfell, and many remain there or enter the natural world through planar rifts and gates.
Common wraiths can also evolve into larger, more malevolent wraiths over time.
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith Dread Wraith: When many people die abruptly, a dread wraith can coalesce from their collected spirits.
Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
At the start of Orcus’s turn, any creature killed by the Wand of Orcus that is still dead rises as a dread wraith under Orcus’s command.
Zombie: A ZOMBIE IS THE ANIMATED CORPSE of a living creature. Imbued with the barest semblance of life, this shambling horror obeys the commands of its creator, heedless of its own well-being.
A typical zombie is made of the corpse of a Medium or Large creature.
Most zombies are created using a foul ritual.
Corpses left in places corrupted by supernatural energy from the Shadowfell sometimes rise as zombies on their own.
Zombie Rotter: ?
Zombie Gravehound: ?
Zombie Corruption Corpse: ?
Zombie Rotwing Zombie: ?
Zombie Chillborn Zombie: ?
Zombie Hulk: ?

LICH TRANSFORMATION
You call upon Orcus, Demon Prince of the Undead, to transform your body into a skeletal thing, undead and immortal, and bind your life force within a specially prepared receptacle called a phylactery.
Level: 14 (caster must be humanoid)
Category: Creation
Time: 1 hour; see text
Duration: Permanent; see text
Component Cost: 100,000 gp
Market Price: 250,000 gp
Key Skill: Arcana or Religion
At the conclusion of this ritual, you die, transform into a lich, and gain the lich template.
An integral part of becoming a lich is creating a phylactery, a magical receptacle containing your life force.
When you are reduced to 0 hit points or fewer, you and your possessions crumble to dust. Unless your phylactery is located and destroyed, your reappear in a space adjacent to the phylactery after 1d10 days.
You must construct your phylactery before the ritual can be performed. The phylactery, which takes 10 days to create, usually takes the form of a sealed metal box containing strips of parchment on which magical phrases have been transcribed in your blood. The box measures 6 inches on a side and has 40 hit points and resist 20 to all damage. Other kinds of phylacteries include rings and amulets, which are just as durable.
If your phylactery is destroyed, you can build a new one; the process takes 10 days and costs 50,000 gp.

DARK GIFT OF THE UNDYING
In the unholy name of Orcus, the Blood Lord, you transform another being into a vampiric creature of the night.
Level: 11 (caster must be a vampire lord)
Category: Creation
Time: 6 hours; see text
Duration: Permanent
Component Cost: 5,000 gp per level of the subject
Market Price: 75,000 gp
Key Skill: Religion
This ritual can be performed only between sunset and sunrise. As part of the ritual, you and the ritual’s subject must drink a small amount of each other’s blood, after which the subject dies and is ritually buried in unhallowed ground. After the interment, you invoke a prayer to Orcus and ask him to bestow the Dark Gift upon the subject. At the conclusion of the ritual, the subject remains buried, rising up out of its shallow grave as a vampire lord at sunset on the following day. This ritual is ruined if a Raise Dead ritual is cast on the subject or if the subject is beheaded before rising as a vampire lord.
Performing the ritual leaves you weakened for 1d10 days (no save).

Monster Manual 2
Undead: ?
Demon Abyssal Rotfiend: Abyssal rotfiends are demonic undead contained by demon and devil flesh. The spirit within a rotfiend is often a demon soul, although it can come from any evil creature.
Deva Fallen Star, Undead: Deva Fallen Star Vile Rebirth power.
Vile Rebirth (when the deva fallen star is reduced to 0 hit points by non-necrotic damage) • Healing
The fallen star does not die and instead remains at 0 hit points until the start of its next turn, when it regains 25 hit points, loses resistance to radiant damage, and gains the undead key word. This power recharges, and the triggering damage type changes to nonradiant damage.
The life cycle of the deva parallels that of the rakshasa—a spirit constantly reincarnating to mortal form. When a deva gives in to iniquity to become a fallen star, its soul is corrupted. If it dies in that state, it returns to combat as an undead; if finally slain by radiant damage, it carries its wickedness into its next life and becomes a rakshasa-a fate that even evil devas revile.
Devil Infernal Armor Animus: THROUGH AN EVIL RITUAL, a devil can invest a suit of armor with a mortal soul.
Infernal armor animuses are mortal souls bound to suits of armor to serve as caches of life energy for devils.
Direguard: A direguard is a skeletal undead imbued with powerful magic. Foul rituals transform willing warriors into direguards, but at a price. If a direguard does not meet a specific quota of killing, it is destroyed by the dark pact that grants its power.
Liches and death knights perform the ritual that turns a living ally into a direguard tied to their wills.
Direguard Deathbringer: ?
Direguard Assassin: ?
Fey Lingerer: THE PASSIONS AND OBSESSIONS of some strong-willed eladrin can drive them even after death. When their physical forms are ruined, their spirits lash out at their slayers.
Fey lingerers are eladrin knights and wizards who refuse to die. They are not the gracious and mannered eladrin of the fey court, but are twisted and depraved, withdrawn from elven grace.
When they are destroyed, fey lingerers transform into vengeful incorporeal spirits.
Fey Lingerer Lingerer Knight: ?
Fey Lingerer Fey-Knight Vestige: Fey Lingerer Lingerer Knight Vestige Transformation power.
Fey Lingerer Lingerer Fell Incanter: ?
Fey Lingerer Fey-Encanter Vestige: Fey Lingerer Lingerer Fell Incanter Vestige Transformation power.
Fomorian Fomorian Totemist: ?
Ghost Legionnaire: SLAIN IN LONG-AGO BATTLES, these soldiers' fight for forgotten causes, distant memories, or a fierce loyalty to each other. Although they appear as separate soldiers, their spirits have fused into a single entity that lives and dies as a single soul.
Skeleton: SKELETONS RARELY EXIST WITHOUT PURPOSE. Whether crafted through necromantic ritual or raised from a tomb, they relentlessly attack when compelled to kill.
Skeleton Bonecrusher Skeleton: Bonecrusher skeletons arise from the bones of ogres, minotaurs, oni, giants, and other large creatures.
Skeleton Skeletal Steed: Skeletal steeds rarely arise alone; they awaken from death with their riders or are created by rituals as mounts.
Mummy: THESE VORACIOUS KILLERS, tomb spiders, are true creatures of the Shadowfell insofar as they create undead as a part of their life cycle.
A tomb spider lays its eggs in a humanoid corpse, creating an animate mummy in which hundreds of tiny tomb spiders reside until the creature splits open.
Witherling: WlTHERLINGS ARE UNDEAD CREATURES Created by gnolls to serve as shock troops and raiders. Gnoll priests ofYeenoghu use a ritual to fuse the essence of a demon with the body of a foe slain in battle. The result is a shrunken, emaciated creature that has a ghoul's paralyzing touch and a demon's relentless frenzy.
A WlTHERLING IS THE ANIMATED CORPSE of a Small humanoid with the head of a hyena.
Yeenoghu recently imparted to the gnolls the knowledge of the blasphemous process used to create witherlings. A war between Yeenoghu and Orcus is brewing, and the witherlings are but one of several new weapons that the Prince of Gnolls has given to his children.
Witherling Death Shrieker: A DEATH SHRIEKER IS A LARGER, MORE FEROCIOUS form of witherling.
Witherling Horned Terror: A HORNED TERROR is AN UNDEAD abomination created from the specially preserved corpse of a minotaur.
Witherling Rabble: WHEN GNOLLS OR NECROMANCERS create witherlings, the process sometimes goes awry. The magic instead & creates witherling rabble, inferior forms of the creatures.

Vestige Transformation (when the lingerer knight drops to 0 hit points) The knight becomes a fey-knight vestige. All effects and conditions on the knight end. The vestige acts on the knight's initiative count.

Vestige Transformation (when the lingerer fell incanter drops to 0 hit points)
The fell incanter becomes a fey-incanter vestige. All effects and conditions on the fell incanter end. The vestige acts on the fell incanter's initiative count.

Monster Manual 3
Undead: ?
Arcanian: TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait.
Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards.
Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian.
When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy.
Arcanian Green Arcanian: ?
Arcanian Blue Arcanian: ?
Arcanian Red Arcanian: ?
Beholder Ghost Beholder: Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders.
Dread Warrior: UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal.
Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies.
Dread Warrior Dread Protector: Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations.
Dread Warrior Dread Marauder: ?
Dread Warrior Dread Archer: A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification.
Dread Warrior Dread Guardian: ?
Ghoul: As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil.
Ghoul Flesh Seeker: The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult.
Ghoul Adept of Orcus: In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation.
Ghoul Ghast: The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for.
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity.
Gnoll Hyena Spirit: A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death.
Rot Grub Zombie: Long after a victim has died from a rot grub infestation, the creatures continue to eat away at the rotting flesh. From time to time, the corpse reanimates into a dark parody of life, creating a zombie that acts as a carrier for a swarm of rot grubs.
Slaad Putrid Slaad: Necromancers sometimes transform living slaads into undead slaads called putrid slaads. They preserve the slaads’ essential chaotic nature, making these creatures deadly but difficult to control. The slaad retains its hunger for wanton destruction, consuming life around it, which is then putrefied and later regurgitated upon foes.
Mages and necromancers create most putrid slaads, but some come into being on their own. Slaads destroyed in the Abyss can rise spontaneously. Such putrid slaads are often forced to submit to the wills of demon lords.
Elemental creatures are not immune to necromantic magic. Unlike other natives to the Elemental Chaos, slaads are formed from chaos, so when life flees one’s corpse, decay consumes the remains in a matter of hours. Thus, to create a putrid slaad, a necromancer must capture a slaad and infuse it with shadow magic while it’s still alive. The process is lethal, but the undead creature retains its shape and is as resilient as any other kind of slaad.
Spawn of Kyuss: LIKE A CANCER IN THE EARTH, spawn of Kyuss rise from the depths to spread suffering and anguish across the land. Driven by their maker’s obscene will, they infect the living and the dead with bright green worms that bend creatures to the will of Kyuss, the Worm that Walks. In frightened whispers, seers prophesize the presence of the spawn as heralding the Age of Worms, the world’s apocalyptic end.
Spawn of Kyuss come from the insane fools who heeded Kyuss’s diseased vision when he was mortal. After Kyuss slew them to fuel his apotheosis, the worms of his new body spread to their bloated corpses, awakening the creatures to undeath. These grim messengers then became carriers of Kyuss’s dark desires and added new victims to their numbers.
Spawn of Kyuss Son of Kyuss: Even when a host is destroyed, Kyuss’s worms tend to escape by burrowing into the earth or clinging to their enemies’ clothing. When the worms find a new carcass, they plunge into the corpse and infuse it with terrible power. After a few moments, a new son of Kyuss is born.
Touch of Kyuss disease.
Spawn of Kyuss Wretch of Kyuss: Legends persist of ancient kingdoms of the walking dead, where an outbreak of the touch of Kyuss spawned thousands upon thousands of these wretches.
Spawn of Kyuss Burrowing Worm power.
Spawn of Kyuss Herald of Kyuss Writhing Pronouncement power.
Spawn of Kyuss Herald of Kyuss: Kyuss created heralds from the legion angels dispatched by the gods to slay him. He infused each one with a profane worm plucked from his squirming body.

Touch of Kyuss Level 16 Disease Endurance improve DC 25, maintain DC 20, worsen DC 19 or lower
The target is cured.
! Initial Effect: The target regains only half the normal hit points when it spends a healing surge. If it dies, it rises immediately as a wretch of Kyuss.
!" The target loses two healing surges.
If it drops to 0 or fewer healing surges, it dies and rises immediately as a son of Kyuss.
" Final State: The target dies and immediately becomes a son of Kyuss.

Burrowing Worm (disease, necrotic) ✦ Recharge 􀀞 􀀟
Attack: Close burst 1 (one living enemy in burst); +16 vs. Fortitude
Hit: The target takes ongoing 10 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.
First Failed Saving Throw: The ongoing damage increases to 15.
Second Failed Saving Throw: The target is stunned, and the ongoing damage increases to 20 (save ends both).
Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the son of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.

Writhing Pronouncement (disease, necrotic) ✦ At-Will
Attack: Ranged 20 (one creature); +21 vs. Fortitude
Hit: 2d6 + 10 necrotic damage, and ongoing 5 necrotic damage (save ends). In addition, the target is exposed to touch of Kyuss.
First Failed Saving Throw: The ongoing damage increases to 10, and the target is dazed (save ends both).
Second Failed Saving Throw: The ongoing damage increases to 15, and the target is stunned instead of dazed (save ends both).
Special: The corpse of any humanoid killed by this attack becomes a wretch of Kyuss at the start of the herald of Kyuss’s next turn. The wretch must be destroyed before the creature can be raised.

Monster Vault
Undead: ?
Death Knight: Among the most powerful of undead humanoids, death knights are warriors who chose to embrace undeath rather than pass on to the afterlife. They bind their souls into their weapons, fueling their necrotic powers as they marshal armies of undead.
Gifted with undeath as a result of a ritual, a death knight is like the martial equivalent of a lich.
A humanoid becomes a death knight through a profane ritual that strips away the emotional bond of one’s life, replacing them with cruelty and a perverse sense of honor. This ritual is often bestowed as a gift from high-ranking followers of Orcus, the Demon Prince of the Undead. When a warrior reaches a certain state of notoriety, Orcus’s adherents approach the individual and try to tempt him or her with the promise of immortality. A warrior who accepts the offer turns into a dark reflection in the shattered mirror of undeath. Its armor becomes blackened and scarred, and its flesh becomes as withered and twisted as the person’s corrupted soul.
The ritual that transforms a warrior into a death knight binds part of the subject’s soul to one of his or her weapons. This weapon is not only a symbol of an individual’s transformation, it is also the source of a death knight’s power.
Death Knight Blackguard: ?
Dragon Deathbringer Dracolich: ?
Ghoul: They were once cannibalistic humanoids, but their actions caused them to be cursed in death with ravenous appetites that cannot be sated.
When an intelligent humanoid resorts to cannibalism or lives a life of gluttony and greed, it can be cursed to transform into a ghoul upon its death. Unlike a zombie or a skeleton, a ghoul retains sentience and many of the memories of its life. The creature’s perspective is twisted by its death, though, and as a result, it recalls with torment a time when it was not driven by a gnawing hunger for living flesh.
Ghoul Ravenous Ghoul: ?
Ghoul Abyssal Ghoul: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master.
Ghoul Abyssal Ghoul Devourer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master.
Ghoul Abyssal Ghoul Hungerer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master.
Lich: A dark spellcaster who covets immortality and spend his or her life in pursuit of necromantic power might gain the ability to become a lich. A lich ties its life force to a phylactery, ensuring that its body will coalesce in a hidden location even if some creature were to slay it.
To become a lich, a spellcaster must be devoted to evil and adept at performing unspeakable acts of violence. Few spellcasters have a shred of morality remaining after their transformations into liches. The process of attaining lichdom bends the mortal mind in unnatural and crippling ways. Many liches rise up insane, but even they enact cunning plans; they just do so for incomprehensible reasons.
A spellcaster must travel far—even across the planes—to collect the scraps of lore and esoteric components needed to enact the ritual to transform into a lich.
The act of becoming a lich encases a mortal’s life force in a specially prepared item called a phylactery. The most common type is a metal box that contains strips of parchment with arcane writing. Any small item, such as a gemstone, a ring, or a statue, can be a phylactery.
Lich Necromancer: ?
Lich Remnant: ?
Lich Soulreaver: ?
Mummy: Whether created in the dry desert heat, the sucking moisture of a desolate bog, or the frozen heights of a lofty mountain, a mummy exists for vengeance. A number of sins can awaken a mummy, from disturbing its tomb, despoiling a place sacred to it in life, or the theft of a prized object. Some mummies seek to avenge less material offenses, such as a loved one marrying someone the mummy loathes or an unwelcome alliance of the mummy’s enemies in life. Sometimes, a dead master’s servants awaken it to continue its life’s frustrated ambitions. Great kings and queens of malign power have returned as mummies to extend their reigns in undeath.
Albeit rare, some mummies arise spontaneously from dry corpses when a particularly provocative transgression touches their souls in the afterlife. Most mummies, however, possess the power to act after death because someone wanted them to have it. The long rituals of burial that accompany a mummy’s entombment help protect its body from rot. Soft organs are removed and placed in special jars, and the corpse is created with preserving oils, herbs, and wrappings. Less common means of preservation include freezing a body, baking it in dry heat, or using magic.
Mummy Shambling Mummy: ?
Mummy Moldering Mummy: ?
Mummy Tomb Guardian: ?
Mummy Royal Mummy: ?
Skeleton: Necromancy grants violent motion to these fleshless bones, letting them defy death and deliver it to others.
“ Nothing holds them together but magic, a necromantic binding that knits bone with scraps of soul and the merest hint of will.”—Kalarel, scion of Orcus
A skeleton’s creation is considered a vile act, though, for it requires disturbing a creature’s bones in the most profane way. A skeleton raised into undeath moves through the power of a soul’s discarded animus; it is a primal force that binds the soul and body to make life possible. Without an animus, a skeleton cannot exist.
Many powers can cause a skeleton to rise from the grave: holy power, necrotic energy, a dark ritual, a necromantic spell or hex, a curse from the lips of a dying person.
Skeleton Decrepit Skeleton: ?
Skeleton Blazing Skeleton: ?
Skeleton Skeletal Legionary: ?
Skeleton Skeletal Tomb Guardian: ?
Stirge Death Husk Stirge: Necromancers trap stirges in the cavernous bodies of giant undead. When the undead opens its maw, famished stirges come pouring out to attack the nearest warm-blooded creature.
Treant Blackroot Treant: ?
Troll Ghost Troll Render: ?
Vampire: Anyone who survives an attack from a vampire might fall prey to the vampire’s curse, entering into a deep, deathlike sleep. A person under this curse is often assumed dead and ushered through funeral rites. When that person awakes at the next sunset, he or she is a vampire. If confined within a coffin, this vampire might already be buried or could be awaiting burial in a temple or a family member’s home. Most vampires awaken as slavering spawn, but a few retain enough of themselves to emerge from death as true vampires.
Vampire Elder Vampire Spawn: ?
Vampire Night Witch: ?
Vampire Master Vampire: ?
Wraith: When a person dies and his or her spirit departs, the animus can remain, clinging to a vestige of life. The animus can become a wraith, an insubstantial creature that emerges amid the vanishing memories of a person’s life; it becomes trapped in an endless afterlife, tortured by remembered sensations and driven mad by a hunger to reclaim the life it once had.
Life consists of three parts: body, spirit, and will. Without will, the body ceases to function and the spirit leaves. Sages call the will the animus, and they regard it as the shadow of the soul. When a body dies or a spirit departs, sometimes the animus remains in the world. Without the spirit, though, the animus has no purpose, and it runs amok. Like many undead, a wraith is the result of an unfettered animus.
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
When a wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit.
When a mad wraith slays a living humanoid, another wraith emerges from that person’s body within a few minutes, or within a few seconds in areas of intense necrotic energy. Even when powerful magic returns a person to life, his or her wraith remains. A restored cadaver regains its soul and heals fatal wounds, but rather than it regaining its former animus, a new one forms to close the gap between body and spirit.
Wraith Mad Wraith: ?
Wraith Wraith Figment: When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control.
Wraith Sovereign Wraith: ?
Zombie: Fueled by dark magic, malevolent forces, dire curses, or angry spirits, zombies are animate corpses. Any corpse with flesh suffices to make a zombie. It might be a dead warrior from a battlefield, distended from days in the sun, guts trailing from a mortal wound. It might be a muddy cadaver of a woman recently buried and risen again, leaving maggots and worms in her wake. A zombie could wash ashore or rise from a marsh, swollen and reeking from weeks in the water. A zombie could instead appear alive, crafted from a recently deceased corpse.
A zombie need not be the size of a normal humanoid, or even humanoid in form. When a necromancer or a natural phenomenon causes a corpse to rise, the corpse could belong to the smallest beast or the largest giant. When a zombie plague infects a city, any size or kind of creature can be affected—horses, dogs, children, cats—anything that has a pulse.
For a zombie to be animated, a body’s soul must have departed. What remains in the corpse is an animus, a vital spark that drives the body without thought or conscience. Without a soul or memories, a zombie has no more humanity or intelligence than a simple animal.
In most cases, a zombie serves its creator or rises in response to the defilement of a sacred location. At rare times, zombies arise in the hundreds. These zombie plagues are provoked by cosmic, magical, or divine events. A zombie plague might be the result of an angry god, a magical experiment gone wrong, a powerful ritual, or a falling star. When the event occurs, the bodies of the dead claw out of their graves and attack the living. Anyone who dies as a result of such an assault soon becomes a zombie after acquiring the disease or curse that the zombies carry. These terrifying plagues can consume an entire civilization if left unchecked.
Zombie Grasping Zombie: ?
Zombie Hulking Zombie: ?
Zombie Flesh-Crazed Zombie: ?
Zombie Zombie Shambler: ?

Monster Vault Threats to the Nentir Vale
Undead: ?
Barrowhaunt: The Barrowhaunts are a group of five former adventurers bound to the lands surrounding the Sword Barrow. Their deeds in life are seldom recollected, and no one is truly sure why their spirits have never been laid to rest. Now they savagely attack any who enter the lands of their trust. Many rumors exist about the exact nature of their curse; one common legend suggests that they sought to plunder the Sword Barrow and evoked the wrath of a warlord entombed within. The warlord’s spirit called to the native hill folk in the area, who marched to the Sword Barrow to confront the adventurers and reclaim the warlord’s treasures. The adventurers, rather than relinquish their trove, slaughtered the hill folk. A dying elder placed a curse on the adventurers’ souls, binding them to the land for all of eternity.
At first, the elder’s curse seemed empty and hollow, but every time the adventurers left the Gray Downs to sell their hard-won loot, they could not help but return to the hills in search of even greater treasures. Eventually, their greed surpassed their skill. Descending deeper into the Sword Barrow than they’d ever gone before, the adventurers fell prey, one by one, to horrid monsters and insidious traps. Though cursed to haunt the Gray Downs and guard “their” barrows from other would-be pillagers, they still seek out treasures and relics for themselves. The spoils of their exploits are stashed in an ancient crypt deep within the Sword Barrow. Their motive for collecting such worldly possessions isn’t clear, but some believe they are forced to sate their everlasting yearning for adventure and exploration.
Barrowhaunt Uthelyn the Mad: ?
Barrowhaunt Lingering Spirit Warrior: Traveling and fighting alongside the Barrowhaunts are the spirits of the creatures they have slain—intelligent monsters, slaughtered tomb robbers, and ancient hill folk.
Barrowhaunt Adrian Icehaunt Reginold: ?
Barrowhaunt Joplin the Sly: ?
Barrowhaunt Baldos Grimehammer: ?
Barrowhaunt Cassian d’Cherevan: ?
Gray Company Fallen Hero: ?
Hound of Ill Omen: Once the loyal companions of the hill clans, who now rest beneath the barrows of the Gray Downs, the hounds of ill omen howl to awaken and avenge their long-dead masters.
Ghosts of Long Ago: The Gray Downs were once inhabited by indigenous hill clan people reputed far and wide for their fierce hunting hounds. But when the empire of Nerath began to bloom, greedy generals sought to expand the empire into the Nentir Vale and across the hill clans’ territory. The clans resisted.
Hopelessly outnumbered, they stood with their faithful hounds against the mighty armies of Nerath, even as the Tigerclaw barbarians and other native tribes abandoned the vale and retreated far into the northern wilderness. Although the hill clans fought bravely, they were annihilated in a final desperate battle upon the downs.
Long after the battle, the hounds of the hill clans prowled the battlefields, howling over the corpses of their masters and refusing to leave their sides. The Nerathans built a great barrow in honor of the warriors that fought and died—and after the last of their bodies was interred, the hounds vanished.
But on dark nights when the fog rises, it is said that the hounds can still be seen coursing across the downs, their ghostly forms pining for their lost masters. The common folk call them the “hounds of ill omen,” because calamity and misfortune follow in the wake of their fearsome howls.
Harbingers of Death: As legend would have it, on nights when the skull-white moon hangs low and the downs are silent as a corpse’s dream, the ghost hounds come forth to hunt mortals. Who sends the hounds and for what purpose, none can tell.
Hound of Ill Omen Bregga: It’s said that Bregga was the first hound, having lived on the downs since before the hill clans arrived.
Hound of Ill Omen Hill Clan Apparition: When Bregga’s hounds sound their lonely howls for the hill clans, the spectral apparitions of their dead masters—cold and black as the grave—rise again from their barrows.
Penanggalan: According to legend, the first penanggalan was a young baroness of Harkenwold, plain of face and scant of suitors. But what she lacked in beauty she made up for in wit, and the maiden discovered arcane texts of Bael Turath in the vaults of her father’s estate. She invoked the rituals therein and conjured a devil, which promised her matchless beauty and eternal life if only she would serve it forever.
The devil’s bargain was not so glorious as it had appeared, for such was the maiden’s beauty that armies clashed for her hand, and her father was forced to lock her away in a tower to protect her. Alone in her wretched beauty, the maiden begged the gods to forgive her vain folly, and she swore to do penance before them.
But the devil had other plans. It whispered the secret of the maiden’s unlikely beauty into the ear of the high priest, and before she could do her penance, the maiden was seized from her tower and hanged as a devil worshiper.
The maiden’s body dangled from the gallows until midnight, at which time it slid to the ground, leaving her head behind in the noose, gory intestines dangling beneath. Then the maiden opened her eyes and saw what her vanity had created.
Each penanggalan’s origin involves a female who bargains with devils for immortal beauty and tries to renege, but perishes before she can complete her penance.
Penanggalan Head Swarm: ?
Penanggalan Bodiless Head: Unless her maiden’s body has been destroyed (causing the creature to become a bodiless head permanently), a penanggalan’s monstrous form does not manifest by light of day.
Phantom Brigade: Many of the knights of this order died during the chaotic time of the collapse of the empire. Some perished trying to defend the empire and prevent the onrushing disaster. Others met a more ignoble end. Of those who died in the pursuit of duty, a significant number found that death was not the end. Some mysterious magical effect or unknown curse turned the dead and dying Imperial Knights into undead guardians. They were suspended in an existence that tied them to the empire forever.
Phantom Brigade Knight-Commader: ?
Phantom Brigade Squire: ?
Phantom Brigade Armiger: ?
Phantom Brigade Justiciar: ?
Phantom Brigade Banneret: ?
Phantom Brigade Templar: ?
Ragewind: Also called sword spirits, ragewinds are the embodied wrath of dead warriors who perished in battle.
The Nentir Vale is strewn with ancient battlefields where the armies of Nerath once clashed with orcs, primitive hill folk, and barbarian tribes, and where the tieflings of Bael Turath fought the dragonborn legions of Arkhosia. Among the ruins of these bygone conflicts lurk creatures of lingering malice—the spirits of despondent soldiers whose lives were thrown away for no satisfying purpose. These spirits can muster enough will to animate their ancient weapons and strike back at the living, whom they both envy and despise.
Vampiric Mist: These sanguine mists, the remains of a secret coven of vampires, prowl the Witchlight Fens in search of blood.
Long ago, a coven of vampires claimed the marshy expanse known as the Witchlight Fens as their secluded demesne, wherein was hidden the phylactery of their dark liege—a powerful lich whose name has been forgotten. If the old stories are true, the phylactery still lies somewhere in the swamp, well removed from more traveled areas of the region. The lich’s whereabouts are unknown, and its presence has not been felt for generations. As for the vampires in the lich’s employ, their corporeal bodies were consumed long ago, yet they linger still as deadly clouds of mist that turn crimson when flush with the blood of their victims.
One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life.
Any vampire that becomes trapped in gaseous form (usually as a result of losing its sacred resting place) can transform into a vampiric mist by sheer force of will.
Vampiric Mist Corruptor: ?
Vampiric Mist Crimson Deathmist: One of the lich’s many enemies, a powerful hag, came to the Witchlight Fens in search of the phylactery and performed a ritual to destroy the vampire coven. The ritual did not yield the expected results. The vampires’ bodies were destroyed, but their evil essence lingered. The nine vampire lords who led the coven transformed into a single force of pure hatred and malice called a crimson deathmist. The lesser vampires of the coven were reduced to roaming clouds of mist having an insatiable hunger for life.
Vampiric Mist Chillborn Vampiric Mist: ?

Dark Sun Creature Catalog
Lord Vizier: ?
Vizier's Skeleton: Lord Vizier's Plume of Death power.
Ghost Raaig: IN AN ENVIRONMENT WHERE VIOLENT DEATH is so common, ghosts frequently haunt sites of great significance or terrible slaughter. Among them are an array of spirits bound to the service of long-forgotten gods. Called raaigs, these ghosts defend ancient shrines, temples, relics, and secrets.
In life, raaigs were devout priests or holy warriors charged with protecting sacred sites or relics. In death they still keep watch, though their charges have crumbled into ruin or vanished. They have been twisted by their ancient oaths into merciless, hateful apparitions that swiftly slay any living intruder.
Ghost Raaig Tomb Spirit: ?
Ghost Raaig Crypt Lord: ?
Ghost Raaig Soulflame: A few guardians were so favored by their gods in life that they were granted a tiny spark of divine essence. Called soulflames, these raaigs still embody their gods’ will.
Giant Shadow Giant: Shadow giants are remnants of giants killed by the sorcerer-kings in ancient wars. Their hate-filled spirits have found a home in the deathly substance of the Gray.
Thrax: According to legend, Gerot’s people were great warriors, haughty and proud. They impressed Grand Vizier Abalach-Re, who offered the mountain community an alliance if its fighters would join Raam’s legions. In their arrogance, the Gerotians declined, and they killed Abalach-Re’s envoys.
Enraged, the sorcerer-queen unleashed a vicious curse against Gerot’s populace. The townsfolk were struck with an unquenchable thirst. The twisted brilliance behind her curse was that life-sustaining, pure water would bring death to any Gerotian. Within days, the entire town had died. What Abalach-Re hadn’t expected was that every cursed Gerotian would rise in undeath, becoming the first thraxes.
Wight: SOLDIERS SLAUGHTER AN ELF TRIBE after a messenger fails to bring warning. A poisoned blade cuts down a dwarf before he achieves his life’s goal. Both die, but their intense yearnings resurrect soulless bodies, driving the corpses to endlessly pursue what likely can never be accomplished.
As a soul passes into the Gray, its deepest unmet desire can splinter off to animate the physical form that its soul abandoned. The splinter accesses the memories, needs, and desires of the body’s former occupant. Those passions are married to an overwhelming hunger for life force, and a wight is born.
Wight Thrall: A charismatic ruler or commander is brought down, and the servants and trusted advisors who perished at her side rise up as wight thralls. These creatures’ devotion spills over into death.
Wight Dune Runner Wight: ?
Wight Oath Wright: Ruins pock the wastelands of Athas. Devastating attacks leveled cities and buried inhabitants where they stood, heedless of whether the victims were scoundrels or scholars, wastrels or artisans. The slain seldom rest easy, especially those who were on the brink of success, a historic discovery, or birthing a child. Oath wights crawl from the rubble. The creatures vibrate with rage and disappointment, throbbing with the futility of their former souls’ pursuits and passions.
Zombie: WHEREVER THE GRAY CARESSES THE NATURAL WORLD, an indelible stain spreads. Darkness bleeds into the land, the sun dims, and the dead rise. Much of Athas has shuddered now and again under the Gray’s touch, and the land sprouts a bountiful harvest of zombies.
Defiling magic and the Gray are Athas’s primary zombie producers. Whether a templar is raising an undead army for personal gain or the Gray randomly spawns a new pack, the result is much the same.
Zombie Salt Zombie: ?
Zombie Black Reaver Zombie: ?
Zombie Feasting Zombie: Among cannibalistic halflings, inhabitants who fall ill with wasting diseases are not eaten. Instead, the people open the earth and place sick clan members inside. The diseased are covered with sod and left to die respectably—in the embrace of nature, the giver of life that offers succor in death. But even the far reaches of Athas are not spared from the undead plague. On certain nights, undead halflings walk again in the Forest Ridge.
Zombie Cinder Zombie: Zombies stir in burned-out husks of torched settlements and along the cracked slopes of the volcanic Sea of Silt islands. The kiss of fire preserved these scorched bodies from the elements.
Dregoth, Sorcerer-King: He burns for vengeance against the other sorcerer-kings, who slew him centuries ago but neglected to prevent his fell rebirth.
Abalach-Re warned the other city-states’ overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts. The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being.
Absalom: Absalom was born human. He was selected as Dregoth’s new high priest after Giustenal’s fall. He was among the first survivors the undead sorcerer-king transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor.

􀀪 Plume of Death (acid, necrotic)􀀃􀀩􀀃Recharge 􀀞 􀀟
Attack: Area burst 2 within 10 (creatures in burst); +31 vs.
Fortitude
Hit: 4d10 + 12 acid and necrotic damage.
Effect: A vizier’s skeleton appears in one unoccupied square within the burst. It acts immediately after the Lord Vizier’s turn.

Open Grave Secrets of the Undead
Vampire: And once a vampire has drained the life of a victim, it exhibits the most horrifying ability of all: The shell of its victim animates, turning into another of the walking dead.
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence.
Orcus, Demon Prince of the Undead, made the first vampires in the image of blood fiends, who are themselves made in the image of Haemnathuun.
Undead: Theories abound regarding the origin and creation of undead, from the hushed tales told by simple peasants to the exotic research performed by sages and wizards. None agree, and only one fact is certain: Undead exist in the world and have since time immemorial.
The origin of undead can be traced back to a time eons ago, when the primordials thrived before the first foundations of the world were even a rumor. Immortal in the sense that they knew no age and withstood any hurt, these were beings of manifest entropy.
In these earliest days, souls shorn of their bodies simply departed the cosmos, taken to a place beyond all reckoning. When the primordials first crafted the world, they had little regard for the fate of souls. But some among them recognized soul power as a potent force, and they hungered for it. These entities stopped up the passage of souls. With nowhere to go, many souls were either consumed by primordials that had a taste for such spiritual fare, or, finding no further road or final purpose, sputtered out and dissipated, gone forever. Others persisted, becoming undead.
Sentient living creatures have a body and a soul, the latter of which is the consciousness that exists in and departs from the body when it perishes. A body’s “life force” that drives a creature’s muscles and emotions is called the animus. The animus provides vitality and mobility for a creature, and like the soul, it fades from the body after death. Unlike the soul, it fades from the body as the body rots.
If “revived” in the proper fashion, the animus can rouse the body in the absence of a soul. (This phenomenon is what makes it possible for creatures that were never alive, such as constructs, to become undead.) In some cases, the animus can even exist apart from the body as a cruel memory of life. Such impetus can come from necromantic magic, a corrupting supernatural influence at the place of death or interment, or a locale’s connection to the Shadowfell. Strong desires, beliefs, or emotions on the part of the deceased can also tap into the magic of the world to give the animus power.
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough impetus to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the sympathies they had in life. A wight has a body and a feral awareness granted by the animus, but no soul. Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy.
The Shadowfell most often serves as the source of this impetus. In the Shadowfell, bodiless spirits are common, as are undead. Something within this echo-plane’s dreary nature nurtures undead. This shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromantic powers or rituals. Or it can be siphoned into areas strongly associated with death, pooling there.
Some undead retain their souls after the death of the body. Rituals allow this sort of transformation. A potent destiny or vigorous enough strength of will sometimes enables (or forces) a creature to transcend death.
When most living creatures think about how undead come into being, they connect the origin of undead with the animation of a dead body. That said, undead are actually “born” in a variety of ways.
Powerfully evil acts resonate with such force that they can ripple across dimensions and open cracks in reality, permitting malevolent entities to escape into the mortal world. These entities seek out corporeal flesh, in particular the recently vacated vessels of the damned. Once inside the host, these spirits corrupt the animus, granting the corpse a semblance of life.
An evil, perverse, and intelligent creature can be reborn into undeath when the influence of the animus revives the memories of the vessel’s previous host, although the soul of the creature is not present—these sorts of undead are just particularly wily animus-driven undead.
At other times, atrocious deeds call dark spirits into the cadaver of the newly deceased, leaving the original soul intact. Sometimes, good souls can be trapped within their bodies, to be slowly turned to evil as the depraved spirits corrupt the soul.
Sites where evil creatures lair or where evil artifacts are stored can act as strong catalysts in the creation of undead. Undead so created are usually mindless animate corpses. Sometimes they are more powerful, soul-bearing undead whose spirits were corrupted while they lived in an area of tainted ground, and thus the creatures fell directly into undeath when their bodies succumbed.
Though some believe that some kind of fell power energizes animate creatures, it is more accurate to say that the animus or spirit resident in a walking corpse provides an undead creature with the requisite motive force for movement, and perhaps enough additional force to talk and even reason, and—most important—enough animation to prey on other creatures.
Dark deeds conducted by others can serve as a trigger for unlife, especially if such deeds accrue over months or years in one particular location. Such an area, more than any other, is worthy of the term “tainted by evil,” though the religious-minded sometimes call such areas unsanctified ground.
When a living creature is drained to death by evil agencies, the husk of the body becomes a shell that is particularly susceptible to the influence of unlife. When an undead creature is responsible for draining the life force from a living creature, the creation of a new undead from the dead flesh is not assured, but the door is certainly open for unclean spirits to move into the recently evacuated house of the body.
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead.
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring.
Sometimes undead are created when corpse parts are sewn together to form a great amalgam of death. Then, when the composite corpse is touched with lightning and the proper reanimation ritual performed, an undead creature rises, its mind rotted but its flesh strong with the animus of several beings. Such creatures share some external visual similarities to flesh golems, but are different in ability and origin.
All undead were once living beings, in that they had a soul. Soulless constructs do not and cannot become undead.
Some necromancers use the arcane power source to fuel their magic, while others call upon the power of shadow to effect their dim miracles. Still others animate undead by the power of the divine, calling on fell gods to raise legions of bound wraiths to their will.
Some undead are born as a result of sheer force of will. These rare individuals staved off the afterlife by harnessing the great power of their soul (or ki). Rarer still, other undead abominations call upon the great psionic powers of the mind to cheat death.
Several varieties of undead can create new unliving progeny. Taking a broader view, undead self-propagation might be regarded as an infectious disease: It is nasty, it is easily spread, and it kills its hosts.
Unless they seek to animate the bodies of the dead, living beings should know better than to bury bodies in the Shadowfell. Though rituals exist to keep a corpse temporarily free of unlife, it’s better not to chance such things. Even when such rituals are used, corpses (whether buried or left behind untended) are likely to rise in the Shadowfell as shambling dead. Evil individuals are certain to rise as particularly nasty soulless monsters. In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead.
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead.
A decade ago, evil humans inhabited the valley where the cemetery of Kravenghast Necropolis now stands. Obsessed with death, the people performed living sacrifices on the tops of the mountains that frame both ends of the valley. They buried the mangled remains of the sacrifices in unhallowed graves in a central cemetery. Over time, the sacrifice victims rose as undead, though they were confined to the place of their burial.
When the Tower of Zoramadria was moved across the Feywild through a ritual, the life force of many of its inhabitants was drained off to power that ritual. Many of Zoramadria’s students that escaped permanent destruction did so only by embracing undeath.
The preservation fluid within a brain’s jar is a valuable alchemical material, especially useful for crafting undead.
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality.
Vecna: Vecna, the god of magic, necromancy, and secrets, pursued undeath as part of his rise to godhood.
Wight: A wight has a body and a feral awareness granted by the animus, but no soul.
Wraith: Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy.
Wraiths have a similar thirst for mortal souls, using the resulting energy to spawn their dreadful progeny.
Areas tainted by necromantic seepage in the Shadowfell spawn wraiths.
Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Most wraiths spawn more of their kind when they murder a humanoid.
Ghost: Sentient ghosts are the most common of the undead that retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance.
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead.
Death Knight: Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence.
Death knights are warriors that accepted undeath as a way to circumvent mortality.
Lich: Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence.
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. Spellcasters who adopt this existence are commonly known as liches.
MANY CREATURES HOPE TO ESCAPE DEATH. When such creatures are powerful and corrupt, they sometimes turn to rituals that can transform them into liches. However, immortality comes with a price, and these creatures lose the remaining shreds of their humanity in process.
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. These liches gain resilience from the transformation.
Vampire Lord: The vampire lord template is one example of an undead created by life drain.
As a reward for good service, the former owner of the Mask of Kas becomes a vampire lord when it moves on. If the Mask is displeased with its former owner, it instead tries to cause the owner’s death by attracting hordes of undead to his or her location.
Infected Zombie: A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. The infected zombie template can be used to create undead that spread such contagion.
High Preceptor: ?
Lich Raja Thirayam of Dukkharan: ?
Sceptenar: Adventurers wielding a great weapon that had been forged to destroy undead, some sort of stone scepter, made their way to the capital and killed Raja Thirayam. Lands near to Thirayam’s empire thought they had reason to celebrate when word spread of the emperor’s death. Elation turned to horror when it was revealed that upon the raja’s death, his life force divided and possessed the four audacious heroes. In turn, each adventurer was slowly consumed by the malevolent spirit of the emperor; the raja lives on, his body four-fold and harder to destroy than ever.
Sceptenar Vasabhkati: Sceptenar Vasabhakti, daughter of the late ruler of Khatiroon, rules the southern province of Hantumah. Once a kind and benevolent princess, Vasabhakti was possessed and corrupted by the undead forces that overtook her homeland.
Specter: In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead.
Specters that arise from slain mortals twisted by insanity often produce auras that outwardly manifest the fragmented condition of their minds.
Skeleton: The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen.
Zombie: The carved skull buried in one of the old crypts has pulsed back to unlife. Its wakening will attract undead miles away from Col Fen. Unless the skull is destroyed, it will become a magnet for undead from distant places, while at the same time animating skeletons and zombies from the graveyard of Col Fen.
When a corpse vampire kills a living humanoid by a means other than blood drain, that humanoid rises as a zombie of its level at sunset the next day.
Cemetery Rot disease.
Decrepit Skeleton: ?
Zombie Rotter: ?
Ghoul: ?
Gravehound: ?
Corruption Corpse: A living humanoid killed by a deathdog rises as a free-willed corruption corpse at the end of its creator’s next turn.
Deathdogs are creatures of the Shadowfell that transform their prey into corruption corpses.
Chillborn Zombie: The thousands of deaths that took place on the Downs transformed this battlefield into a place where the walls between the world and the Shadowfell are weak. People who die here reanimate as undead. This is what happened to Tirian Forkbeard.
Humanoid creatures in the Downs (the entire area shown on the full-page map) who are reduced to 5 or fewer hit points take on a pale, waxy complexion. Their veins darken and become visible through their increasingly translucent flesh. An opaque glaze dulls their eyes, and their eyes remain open even while they are unconscious.
Humanoid creatures who die transform into chillborn zombies.
If any PCs die here, you can delay their transformation until after surviving PCs have defeated their current enemies or fled the field if things are going poorly for them. Otherwise, a dead comrade rises 1 round after death. It turns on living PCs, acting last in initiative order. It has full hit points as a chillborn zombie.
Victims of zombie transformation can, after being reduced to 0 hit points, be restored to life by a Raise Dead ritual. A player whose character became a zombie can choose to roleplay the character as haunted by hazy memories of the undead state or to shrug off the incident entirely.
Creature powers that raise slain enemies as undead (such as spawn wraith) supersede the zombie breeding ground effect.
Gibbering Head: This head is all that remains of one of the leaders of the long-ago battle, impaled here as a trophy of sorts and a warning to other enemies. Long exposure to the taint of this area has infused it with malefic abilities.
Zombie Hulk: ?
Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Skeleton Soldier: ?
Rotwing Zombie: ?
Skull Lord: ?
Boneclaw: Boneclaws are vicious undead created by dark powers to hunt the foes of their creators. The ritual to create boneclaws is jealously guarded by the few casters that know it.
Ssra-Tauroch: As Ssra-Tauroch’s reign extended into decades and the rigors of time weakened his once mighty frame, he requested a great boon from Zehir: the gift of immortality. Ssra-Tauroch, the empire, and its yuan-ti citizenry were devout followers of the god of poison and serpents. The monarch’s lifetime of service to the serpent lord had not gone unnoticed. Zehir sent a dark angel to the aging monarch who taught him the secret knowledge of mummification.
Upon completing the ritual, Ssra-Tauroch retreated to his inner sanctum.
Yuan-Ti Abomination Mummy Lord: ?
Bone Naga: ?
Corrupted Yuan-Ti Malison Incanters: ?
Slaughter Wight: ?
Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Any humanoid killed by Kravenghast rises as a free-willed sword wraith at the start of Kravenghast’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Kravenghast: ?
Mauthereign, Human Lich: ?
Undead Vecna Cultist: ?
Pavan, Aboleth Overseer Lich: ?
Abyssal Ghoul Myrmidon: ?
Parthal Archlich: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Oreiax: Doresain the Ghoul King found hints of Syvexrae’s plans in her deteriorating mind as he fed upon her mind daily. After millennia of collating clues from her mind, Doresain discovered the location of the massive egg in the mortal world. Doresain infused the egg with demonic ichor and necromantic vitality. The child in the egg tore out of the shell ages before his time, emerging as a stunted sliver of the enormous entity he should have been. Doresain named the child Oreiax, from the Abyssal words for “always hungry.”
Rot Slinger Captain: ?
Larva Mage: ?
Harrowzau the Unborn: ?
Harrowzau the God Swallower: ?
Abomination: AGELESS THOUGH THEY ARE, IMMORTALS CAN DIE, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe.
Abomination Rotvine Defiler: A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost—life.
A rotvine defiler is the profane remnant of an immortal devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence.
A rotvine defiler arises when a creature makes a sacrifice over the monster’s earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories
Abomination Discord Incarnate: AT THE DAWN OF CREATION, mighty couatls—winged serpents of purity and virtue—strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates—perverse abominations bent on wanton destruction.
Discord incarnates arose during the cosmic war between the gods and the primordials.
Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces—a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities.
Beholder Undead: BEHOLDERS ARE AMONG THE MOST FEARED and deadly monsters to prowl the world. Yet even beholders succumb to death, and when they do, necromancers sometimes find use in their vile remains.
Beholder Undead Bloodkiss Beholder: The necrotic forces that reanimate a bloodkiss beholder warp and change the creature’s flesh, making the monster barely akin to its living counterpart.
Beholder Undead Beholder Death Tyrant: A death tyrant beholder is an animated corpse of an eye tyrant.
Horde Ghoul: Beholder Undead Beholder Death Tyrant Reanimating Ray power.
Blaspheme: CRAFTED FROM PIECES OF CORPSES and given life through alchemy and magic, blasphemes are intelligent, cunning undead.
Blasphemes are created from pieces of multiple corpses. Through carefully guarded rituals, these crafted forms are given life or, in a few cases, infused with the creator’s intelligence.
Blaspheme Unohly Slayer: ?
Blaspheme Grave Chill Blaspheme: ?
Blaspheme Entomber: ?
Blaspheme Disciple: ?
Blaspheme Imperfect: ?
Blaspheme Knight: ?
Blaspheme Soul Vessel: ?
Bone Yard: A BONE YARD IS A MASS OF ANIMATED BONES that rises up due to a tragedy, massacre, or desecration.
Bone Yard Charnel Cinderhouse: Charnel cinderhouses arise when a conflagration consumes a building and kills the inhabitants.
Bone Yard Pit of the Abandoned Regiment: BORN OF THE ROTTING, SKELETAL REMAINS of soldiers left to die after battle, the pit of the abandoned regiment is a force driven by hatred and revenge.
This creature is the amalgamated remains of a regiment of soldiers that was left to die after a battle.
Bone Yard Desecration: A DESECRATION IS THE ANIMATED REMAINS of a desecrated cemetery.
This creature arises when a cemetery is desecrated by the community that created it.
Brain in a Jar: A BRAIN IN A JAR IS THE PRESERVED BRAIN of a sinister being who sought to escape death. Through ritual magic and complicated alchemical processes, the brain is kept alive, retaining all the memories and mental faculties of its former host.
Different kinds of brains in jars exist, though each is created using the same principles.
Brain in a Jar Brain in a Broken Jar: A brain in a broken jar is created through incomplete rituals, spoiling fluids, or damaged containers.
Brain in a Jar Brain in an Armored Jar: ?
Brain in a Jar Exalted Brain in a Jar: This is a brain taken from a powerful creature by devotees to preserve the subject’s knowledge and wisdom.
Crawling Claw: THIS SEVERED HAND OR PAW has been animated by foul magic.
Crawling claws are severed hands, feet, or paws that have been animated by necromantic rituals or by spontaneous necrotic energy.
The most basic crawling claw is crafted from any hand or paw.
Crawling Claw Crawling Gauntlet: Crawling gauntlets are severed hands enchanted or trained to serve as minions.
Crawling Claw Swarm: Crawling claw swarms are the result of numerous severed limbs lost in a horrible battle. Sometimes the limbs animate on their own; other times, necromancers sweep a battlefield for useful pieces.
Crawling Claw Lich Claw: Liches that want to humiliate and dominate their rivals seek out other liches to acquire pieces to make lich claws. Many lich claws occur spontaneously, due to the saturation of necrotic energy in the chambers of defeated liches.
Crawling Claw Dragonclaw Swarm: Dragonclaw swarms are the result of necromantic experiments with dragon bones.
Deathtritus: THE PRESENCE OF NECROTIC ENERGY can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus.
Deathtritus Tomb Mote: Tomb motes are made up of the animated bone, dust, hair, and flesh particles that accumulate in tombs. They are usually found in areas filled with necrotic energy.
Deathtritus Offalian: Composed of the butchered flesh, rotting organs, and pungent fluids of humanoids and livestock, these snakelike creatures crave the taste of fresh meat.
Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures.
Deathtritus Osteopede: CREATED FROM DIRT, DUST, AND CRUSHED BONE, the osteopede is a centipedelike creature that skitters rapidly across the ground. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs.
Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer.
Deathtritus Dragonscale Slough: THIS SLITHERING PILE OF MOLTED SCALES often forms where a dragon has died or has spent a considerable amount of time.
A dragonscale slough is made of the animated flesh and scales that fall from dragons.
Forsaken Shell: A FORSAKEN SHELL IS SKIN RIPPED from a creature’s body and then animated purposefully or spontaneously by foul magic.
When a forsaken shell kills a Medium living humanoid creature, the slain creature rises as a free-willed forsaken shell at the start of its creator’s next turn.
Forsaken shells arise when skin is ripped from the flesh of a living target. The flesh is then animated either through the actions of a necromancer or through spontaneous necrotic energy.
Forsaken shells propagate their kind by ripping the skin off their victims, assimilating it, and then exuding it as a new monster. In this way, one forsaken shell can spawn thousands of its kind, creating an army of animate skin.
Numerous kinds of forsaken shells exist. Each kind of creature victimized by a forsaken shell has the potential to become a new kind of shell. Humans, giants, and dragons are the most common targets of forsaken shells.
Forsaken Shell Dragon Shell: When the forsaken shell kills a living dragon creature, the slain creature rises as a free-willed dragon shell at the start of its creator’s next turn.
Forsaken Shell Titan Shell: When a titan shell kills a Large living humanoid creature, the slain creature rises as a free-willed titan shell at the start of its creator’s next turn.
Ghost Poltergeist: ?
Ghost Servile Ghost: A servile ghost arises when a servant or lackey dies an ignoble death as a consequence of its master’s actions. Such deaths are often a result of betrayal or carelessness on the master’s part.
Ghost Drowned Ghost: Drowned ghosts are the spirits of those who died watery deaths.
Ghost Malicious Ghost: Malicious ghosts arise from children who die frightened or alone. Enraged that no one saved its life, the ghost of the child becomes a creature of unquenchable malice.
Ghost Watchful Ghost: Watchful ghosts are the spirits of guards killed in the line of duty while failing to protect their charges.
The apparition is the restless spirit of Ammaradon, a member of the old king’s guard who failed to prevent the king’s assassination. Tormented by this unforgivable lapse, he now guards the king’s sarcophagus.
Ghost Wrath Spirit: A wrath spirit arises when a violent individual dies while enraged.
Ghost Caller in Darkness: A caller in darkness is created from the spirits of dozens of victims who died together in terror.
Ghost Famine Spirit: Famine spirits are spectral remnants of people who shortened their lives through gluttony, who hoarded food while others starved, or who died of starvation.
Ghoul Sodden Ghoul: A sodden ghoul arises when an aquatic humanoid that engages in cannibalism dies. Sodden ghouls are also created through deliberate rituals by evil aquatic creatures, such as bog hags, kuo-toas, sahuagin, and aboleths.
Ghoul Sodden Ghoul Wailer: ?
Ghoul Stench Ghoul: A stench ghoul is the result of a cannibalistic humanoid who dies after consuming the rancid flesh of another humanoid.
Ghoul Wretched Stench Ghoul: ?
Ghoul Darkpact Ghoul: Darkpact ghouls are the product of corrupt individuals who are cursed to return in undeath. They lose all sanity in the transformation, replacing it with predatory cunning. A few darkpact ghouls are dead warlocks who made pacts with sinister forces to extend their lives without realizing the form they would take upon death.
Hound Death: SOME TYPES OF HOUNDS ARE ANIMATED canine corpses, and a few are creatures of shadow that have canine forms. The association these creatures have with death has gained them the name death hounds.
Hound Death Rot Hound: These creatures are the result of dogs that dig up and eat rotting corpses. The dogs grow sick and slowly rot from the inside out, eventually dying and reanimating due to necromantic energy in an area.
Hound Death Famine Hound: Famine hounds arise when dogs are abandoned by their masters and left to starve.
Hound Death Charnel Hound: Charnel hounds are the unholy result of necromantic experiments. Evil ritualists fuse corpses together to create this vicious, predatory dog.
Larva Undead: Individuals who have relentlessly pursued evil might return as larva undead.
Larva Undead Larva Assassin: A larva assassin is a conscienceless killer that arises when a humanoid dies after spending his or her life murdering without pity. When the individual’s body begins to decay, a swarm of hornets and centipedes gathers to devour the corpse. Necrotic energy merges the vermin with the consciousness of the former humanoid, creating a larva assassin.
Larva Undead Larva Sniper: Larva snipers are the result of dead humanoids who took sadistic delight in their ability to slay foes from afar. Upon such a creature’s death, masses of yellow, segmented wasps and hornets gather and give the creature’s consciousness a physical form.
Larva Undead Larva War Master: Larva war masters are the undead progeny of powerful warriors who become unhinged by bloodlust, commit strings of atrocities, and then die. Upon the subject’s death, its body is consumed by devouring beetles that strip flesh from bone and then form a new body.
The ancient undead entity Kyuss rewarded his most faithful and remorseless warriors with eternal existence as larva war masters.
Lich Baelnorn Lich: Eladrin become baelnorn liches for a variety of reasons. Many choose this path so they can act as guardians of ancestral vaults and tombs. Unlike most liches, baelnorns are not necessarily evil. The creatures are less power-hungry and covetous than other liches, and they often keep their phylacteries in close proximity to the places they guard. A few baelnorn have no phylacteries at all; rather, their prolonged existence is achieved through a powerful ritual or the blessing of a deity.
Lich Thicket Dryad Lich: Sometimes a dryad’s desire to protect its woodland twists into dark obsession. In rare instances, one of these fey creatures crosses the threshold into undeath and becomes a thicket dryad lich. The dryad transforms a favorite tree into a phylactery. The corruption in the dryad’s soul then causes the tree to become warped and rotted.
Lich Void Lich: A void lich is an antediluvian horror from the Far Realm that seizes control of the body and phylactery of someone performing a lich transformation ritual. Lured into the world by the eldritch power unleashed during the ritual, this aberrant entity shunts the ritual performer’s soul off to the Far Realm and possesses the host body as its own.
Lich Alhoon Lich: Alhoons are magic-using outcasts from mind flayer societies who have defied the ruling elder brains.
Lich Demilich: Particularly powerful liches that learn the secret of fashioning soul gems often shed their bodies and evolve into demiliches.
Mummy: In general, any creature can become a mummy as long as its purpose is to guard an important location.
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence.
Powerful members of cults and secret organizations are responsible for their creation.
Mummy Deranged Champion: Deranged champions are foulspawn hulks that were turned into mummies by cultists who worship beings from the Far Realm.
Mummy Dark Pharaoh: The dark pharaoh is an eidolon infused with the souls of lords and kings and then animated through a divine ritual. This intelligent construct might have once existed to guard great treasures or secrets, but when the divine spark becomes corrupted, it twists the souls within the creature, turning the undead construct against mortals. The souls become a singular consciousness that believes itself to be a deity of death and tyranny, and so the creature searches the world for worshipers, killing all who refuse to follow it.
Mummy Scourge of Baphomet: A select few members of the minotaur cult of Baphomet are chosen to undergo the process that transforms a minotaur into this formidable kind of mummy. As a symbol of its dedication, the mummy’s horns and weapon are etched with runes of devotion to Baphomet.
Mummy Necrosphinx:
Mummy Champion: The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies.
Mummy Lord: The Dungeon Master’s Guide indicates that mummy champions and mummy lords should be humanoids, but not every mummy has to follow this guideline. Certain nonhumanoid creatures make excellent mummies.
Mummy Darkflame Taskmaster: Darkflame taskmasters are the undead leaders of rogue groups of azers that worship Asmodeus.
Mummy Forsaken Heierophant: Forsaken hierophants are mummies of priests that were so depraved that the subject’s fellow death cultists killed and embalmed the priest. Rather than let the priest’s power be wasted, though, the other cultists instead transformed the subject into a guardian to watch over their most valuable stores of treasure and knowledge.
Nighthaunt: MALICIOUS, SINISTER CREATURES OF DARKNESS, nighthaunts are the cursed souls of those who have consumed food infused with necrotic energy.
The commonly held belief is that nighthaunts are bodiless souls whose progress across the Shadowfell was interrupted. Instead of dissipating, these itinerant spirits cloaked themselves in bodies of shadow.
The truth of nighthaunts’ creation lies in the history of the Black Tower of Vumerion, a former den of necromancy. Before Vumerion was destroyed, it produced many horrors, including an addictive black weed called corpse grass. When consumed, the weed infuses the eater with strength and joy. However, foul nightmares always follow the consumption of the grass.
Corpse grass has spread throughout the Shadowfell and into the world, and many have become addicted to its properties. Those who eat even a little of the grass—no matter what they achieved in life—become nighthaunts in death. The curse of the corpse grass fills these creatures with a raging hunger in death, a hunger that can be sated only through sucking the life out of living creatures.
The name “corpse grass” is a bit of a misnomer now, for since the initial creation of nighthaunts, the curse of the corpse grass has spread into other vegetation. When a nighthaunt has ingested enough life force, it finds a twilight-lit meadow or field and releases its energies into the grass, weeds, grains, nuts, and other vegetation. The vegetation continues to grow, gaining the properties of corpse grass and perpetuating the nighthaunt cycle.
Nighthaunt Slip: ?
Nighthaunt Whisperer: ?
Nighthaunt Shrine: ?
Oni Souleater: Oni souleaters are oni that have traded the warmth of life for longevity in death.
Oni Howling Spirit: Howling spirits are the souls of depraved oni that become trapped in the Shadowfell.
Ooze Undead: INFUSED WITH NECROTIC ENERGY, undead oozes are the congealed, slimy effluvia of living creatures that died horrible deaths.
Ooze Bloodrot: BLOODROT OOZES ARE UNDEAD JELLIES that form when humanoids are melted by acid.
Ooze Blood Amniote: BLOOD AMNIOTES ARE COMPOSED OF the congealed blood of hundreds of creatures that died in close proximity.
Scholars debate whether the blood amniote arises spontaneously or is crafted intentionally through necromantic rites and mass sacrifices.
Legend has it that priests of Orcus once unleashed a storm that rained burning blood on two opposing armies. The storm slew the soldiers, and from the blood-soaked ground arose blood amniotes.
Ooze Spirit Ooze: Spirit oozes are ravenous, incorporeal creatures that are created when wisps of matter from insubstantial undead congeal into a single amorphous entity.
Ooze Bone Collector: ?
Pale Reaver: Pale reavers are the undead spirits of humanoids that were killed because they betrayed a person or organization who trusted or relied upon them.
Pale Reaver Creeper: ?
Pale Reaver Lord: ?
Reaper: Common folk regard reapers as embodiments of death that escort souls to the Shadowfell, but their true nature is more sinister. Reapers are servants of Vecna, and they are sent out by the god and his followers to collect souls for profane rituals.
Reapers are failed undead imitations of the Raven Queen’s sorrowsworn. Although Vecna did not succeed in copying the powerful servants, he has nonetheless found use for reapers.
Reaper Entropic Reaper: ?
Reaper Abhorrent Reaper: ?
Skeleton: ALL SKELETONS ARISE FROM THE BONES of once-living creatures. That basic truth says little about the details of a particular skeleton, however. The character of the living creature, the manner of its death, the requirements of a necromancer, and the deceased’s former relationships—all these factors affect the nature and purpose of a skeleton.
Skeleton Skinwalker Skeleton: Skinwalker skeletons are produced when a necromancer grafts skin to animated bones.
Skeleton Skeletal Archer: Over a period of several weeks, skeletons can be trained in the use of bows to produce skeletal archers.
Skeleton Bonewretch Skeleton: ?
Skeleton Stonespawned Skeleton: Stonespawned skeletons are created when humanoids are crushed under tons of rock and left entombed in stone.
Skeleton Shattergloom Skeleton: Shattergloom skeletons are created in dark chambers where natural light cannot reach.
Skeleton Death Kin Skeleton: Death kin skeletons are siblings, kin, or lovers who died in a suicide pact or similar circumstance.
Skeleton Giant Skeletal Bat: Giant skeletal bats are the remains of riding bats that were abandoned by their masters in battle.
Skeleton Skeletal Hauler: Skeletal haulers are the remains of humanoid slaves and physical laborers.
Skeleton Spine Creek: Spine creep skeletons are the result of unjustly beheaded humanoids or those torn to pieces by an angry mob.
Skeleton Marrowshriek: Marrowshriek skeletons arise from victims of malnutrition and neglect, and they crave the marrow of the living.
Undead Aviary: Although some creatures of the undead aviary animate naturally, most are produced by necromancers.
Undead Aviary Skin Kite: Skin kites consist of skin flayed from torture victims that is spontaneously or intentionally animated.
Undead Aviary Accipitridae: Accipitridae are the corrupt product of vultures that feed on undead flesh. The undead flesh poisons and kills the vultures, and they reanimate as these cruel, avian monsters.
Undead Aviary Paralyth: MADE SENTIENT THROUGH FOUL MAGIC, a paralyth is the animated spine and brain of a humanoid.
Paralyths are created when necromancers extract the brains and spines from recent victims.
Undead Aviary Fear Moth: A fear moth is composed of thousands of living and dead moths that all died simultaneously from some cataclysm.
Undead Aviary Couatl Mockery: Couatl mockeries are masses of animated scales and feathers collected from slain couatls.
Abomination Discord Incarnate Create Couatl Mockery power.
Unrisen: RITUALS GO AWRY, AND WHEN the ritual is Raise Dead or a similar form of magic, the results can be grim. The ritual might appear to be a complete failure, yet the residual energy can sometimes raise the creature days after the initial attempt. When this happens, the subject emerges with its soul fragmented and corrupted. A pet comes back from the dead, but it is no longer the adorable feline the family once knew. A child returns, but it is vile and depraved, caring nothing for the people it once loved. No matter what form the creature took in its past life, it returns as a vile, twisted thing—it returns as an unrisen.
An unrisen is the corrupt result of a failed attempt to resurrect a beast or a humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby living creatures, which it views as responsible for its death.
The most common types of unrisen are children, pets, mounts, and figures of prominence in a community, such as mayors or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them.
Unrisen Vile Pet: ?
Unrisen Corrupted Offspring: ?
Unrisen Tainted Priest: ?
Unrisen Darkhoof: ?
Vampire Corpse Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation.
A corpse vampire is the result when a humanoid cadaver is buried improperly, robbed of its burial possessions, or left in a place polluted by evil energy.
Vampire Spirit Vampire: A living humanoid killed by the blood drain of a corpse vampire or a spirit vampire rises as a similar vampire at sunset on the following day. The new vampire has the level it had in life. Burning the slain creature’s body, decapitating that body, or reviving the slain creature can prevent this transformation.
When a spirit vampire or a corpse vampire reduces a living humanoid to 0 hit points or fewer without killing it, the humanoid enters a deep coma. If treated with the Remove Affliction ritual, the humanoid can be healed normally. Otherwise, he or she dies at sunset the next day and becomes a spirit vampire.
Vampire Muse: ?
Wraith Wisp Wraith: wisp wraith is the result of a wraith that failed to form correctly when another wraith used spawn wraith.
Wraith Moon Wraith: Any humanoid killed by a moon wraith rises as a free-willed moon wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Moon wraiths are floating, crescent-shaped apparition that are created when a lycanthrope dies during its transformation.
Wraith Vortex Wraith: Any humanoid killed by a vortex wraith rises as a free-willed vortex wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
A vortex wraith rises when a person dies in a tornado or storm and the victim’s body is never found.
Wraith Oblivion Wraith: Any humanoid killed by an oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
It is created when a person dies violently during an important life event, such as a wedding or a coronation.
Wrath of Nature: MOST PEOPLE LIVING IN CITIES MEAN WELL, but a certain amount of pollution is inevitable. Livestock overgraze, communities log and burn forests, and cities dump waste and alchemical byproducts into the streams. The land is forgiving, but sometimes when an area is so wrought with pollution and death, nature’s rage gives rise to a wrath of nature, a mindless embodiment of death.
Wrath of Nature Calvary Creekrotter: Calvary creekrotters arise as a result of extreme pollution in a river, lake, or part of the ocean. When the land dies away, nature rebels, animating the dead animals and vegetation to visit wrath upon civilization.
Some evil creatures, including corrupt druids, purposefully defile bodies of water in an attempt to create these monstrosities. They dump vile substances and waste into streams and rivers, killing life and upsetting the natural order.
Wrath of Nature Cindergrove Spirit: Cindergrove spirits arise at the edge of communities in which the verdant landscape was burned to make way for civilization.
Some corrupt creatures purposefully burn natural environments rich with life and beauty in an attempt to create these monstrosities.
Zombie Drowned One: Drowned ones are zombies that have been underwater for some time; their bloated and discolored flesh drips with foul water. Drowned ones are usually the animated corpses of humanoids who died at sea.
Zombie Carcass Eater: It is the result of a rodent that gorges on the rotting, necrotic flesh of a canine.
Zombie Putrescent Zombie: Putrescent zombies are created when necrotic energy mixes with abandoned or lost corpses. Also, a necromancer can use a dedicated ritual to create putrescent zombies.
Zombie Skulk Zombie: They are rumored to be animated by the will of Vecna, which gives them an abiding hatred for the living.
Zombie Corpse Rat Swarm: A corpse rat swarm is created when vast quantities of rats die together and are then infused with necrotic energy.
Zombie Dread Zombie: Dread zombies are created by powerful necromancers for war.
Zombie Dread Zombie Myrmidon: ?
Zombie Strahd's Dread Zombie: ?
Zombie Blood Sea Zombie: Blood sea zombies are believed to have been a creation of the demon prince, Demogorgon.
Zombie Wrathborn: A wrathborn is a decaying and ravaged victim of homicide. Wrathborn are undead avengers, returned from the grave to track down and kill their murderers.
Zombie Throng: The throng consists of the body parts and whole bodies of people killed en masse, often as a result of a disease outbreak.
Acererak Construct: Acererak’s skull, which dwells in the mithral vault of the Tomb of Horrors, is a construct created by the demilich.
Acererak: Having escaped death through lichdom, he houses his intelligence in a bejeweled skull and his soul in a hidden phylactery. (Open Grave Secrets of the Undead)
Ctenmiir Human Vampire: Ctenmiir was a paladin who chose to become a vampire in the pursuit of longevity
Kas the Betrayer: ?
Blackstar Knight: BLACKSTAR KNIGHTS ARE UNDEAD SPIRITS housed in vessels of animate black stone.
These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls.
Kyuss: Kyuss began as a mortal and attained such power and stature that he has become a legendary being. He leveraged his way to a corrupt apotheosis through powerful rituals and a series of deadly betrayals.
Kyuss was born a mortal in a city where evil walked freely, and where sacrifices were made nightly to honor dark gods. The boundaries between life and death were blurred in this place, and the living and unliving mingled freely. As the seventh of seven children, Kyuss was despised and brutalized by his family. They called him “the worm,” and Kyuss fed on their contempt, turning it into dark resolve.
Gradually and imperceptibly, Kyuss drove the members of his family to self-destruction. When all were dead, he took on the identity of a cleric serving the Raven Queen. Aided by alliances with undead ecclesiasts and an instinct for betrayal, he rose through the temple hierarchy, eventually becoming a high priest who attracted followers from far and wide. When his congregation was bloated with followers, Kyuss performed a great ritual that he promised would bring power over neighboring realms. Instead, the ritual slew them all, rotting the flesh from their bones. Kyuss, too, was consumed, but days later, as the maggots and insects fed on the rotting bodies, they came together to form a writhing larva mage—Kyuss’s new form.
Wormspawn Praetorian: PONDEROUS WARRIORS CRAFTED from the cast-off maggots and vermin of Kyuss and similar large larva creatures, wormspawn praetorians fight with unflinching devotion to their creator.
A humanoid killed by Kyuss rises as a wormspawn praetorian at the start of Kyuss’s next turn.
Osterneth the Bronze Lich: Osterneth had a surprise for the invaders, though. In her quest for eldritch might, the queen had tracked down and slain the leader of the cult that had captured her. From the fallen cultist she claimed the Heart of Vecna, a powerful relic that granted everlasting life. Through a secret ritual, she placed the heart inside her chest cavity, and, with its power, became a powerful lich in the service of Vecna.
Count Strahd von Zarovich: Filled with despair, jealousy, and a growing hatred for his younger brother Sergei, Strahd sought magical means to restore his youth in the hope of earning the love of Tatyana, his brother’s betrothed. In a moment of desperate frustration, he performed a powerful necromantic ritual that exchanged his mortality for enduring youth in a state of undeath: Strahd became a vampire.
Aspect of Vecna: CONJURED BY MEANS OF A RITUAL known only to devotees of Vecna, an aspect of Vecna heeds its summoner and resembles the Whispered One in cunning and intelligence.
Cult of Vecna Undead Vecna Cultist: Cultists of Vecna often undergo profane rites that transform them into undead. These cultists are the most dedicated followers of Vecna.
Infected Zombie: When a virulent plague rips though the land, sometimes the plague’s victims rise up from death. These creatures become agents of the plague, spreading infection through their diseased bite.
“Infected zombie” is a template you can apply to any zombie. The template represents a specialized kind of zombie that spreads sickness and disease.
Prerequisites: Zombie
Shadow Spirit: In the bleak, desolate corners of the Shadowfell, and in parts of the world where the Shadowfell bleeds over, sometimes death doesn’t represent the end of a creature’s existence. When a creature dies in one of these places, its soul is trapped, transforming the creature into a shadow spirit.
“Shadow spirit” is a template you can apply to any living beast, humanoid or magical beast.
Prerequisites: Living beast, living humanoid, or living magical beast
Spawn of Kyuss: A spawn of Kyuss is created when an infection from a particular species of necrotic burrowing worms kills its host and transforms the creature into an undead monstrosity.
Akin to larva undead, spawns of Kyuss were the Bonemaster’s first experiments in the creation of larva- and worm-infused creatures. These larval zombies typically lack the subtlety and power of larva undead, but the strength and virulence of their attacks makes them nonetheless formidable.
“Spawn of Kyuss” is a template you can apply to any beast, humanoid, or magical beast. Although the template is most often applied to living creatures, this is not a prerequisite. The infection can afflict virtually any kind of creature, but it typically infects strong subjects that can best spread the disease.
Prerequisites: Level 11, and beast, humanoid, or magical beast.
Spirit Possessed: Some spirits can inhabit and control living creatures. These creatures hide among the living, aping the actions of the host. Under this guise, a spirit works covertly toward its malicious goals.
“Spirit possessed” is a template you can apply to a living creature to represent a subject whose body is possessed by an undead spirit.
Prerequisites: Living creature, level 11, Charisma 13
Vampire Thrall: Vampire spawn are useful servants, but sometimes a vampire requires servants that are more hardy and subtle. By feeding on a subject’s blood over an extended period of time, a vampire can condition a creature to be a strong yet obedient servant.
“Vampire thrall” is a template you can apply to any living humanoid to represent that creature’s service to a vampire lord.
Prerequisites: Living humanoid
Bodak: Nightwalkers create bodaks and use them as assassins.

Create Couatl Mockeries (minor; recharge ⚄ ⚅)
Four couatl mockeries appear within 10 squares of the discord incarnate and act as it wishes. They take their turns directly after the discord incarnate in the initiative order.

Reanimating Ray (Necrotic): Ranged 10; +19 vs. Fortitude; 2d10 + 5 necrotic damage. If the target is reduced to 0 hit points or fewer, the target rises as a horde ghoul under the beholder death tyrant’s control at the end of the death tyrant’s next turn.

Cemetery Rot Level 11 Disease
A disease carried by the rotting, corrupted remains of small pets and animals, cemetery rot withers away the body, leaving a empty, mindless husk that hungers for flesh.
Attack: +14 vs. Fortitude
Endurance improve 22, maintain DC 17, worsen DC 16 or lower
The target is cured.
! Initial Effect: The target cannot regain hit points from powers that have the healing keyword.
!" The target’s Fortitude is reduced by 2 until the target is cured. Each time the target fails to improve from this step, the target’s Fortitude drops another 2.
" Final State: When the target’s Fortitude reaches 0, it dies and rises as a zombie.

Worms of Kyuss Level 11+ Disease
Delivered by the infectious touch of a spawn of Kyuss, this disease transforms its victim into a malicious undead, larval creature.
The target is cured.
! Initial Effect: The target regains only half the normal hit points from healing effects.
" Final State: The target regains only half the normal hit points from healing effects. In addition, each time the afflicted creature fails to improve, it takes 5 necrotic damage that cannot be cured until the disease is removed. If the afflicted creature dies, it immediately rises as a level-equivalent spawn of Kyuss.

ONYX SKULL
The onyx skull is carved in the shape of a human skull of about half normal size. It is icy cold to the touch. A successful DC 20 Arcana check reveals that the carved skull was originally part of a larger item, perhaps serving as the headpiece of a staff or rod. In its current state, the skull has only a fraction of its former power. It is fragile and subject to easy destruction. Destroying the skull breaks it into several fragments. The fragments are free from any evil taint, and the largest piece of onyx retains some value as a gem (90 gp).
A successful DC 20 Religion check reveals that despite its incomplete state, the skull emanates a necromantic influence that reaches outward in subtle waves. The influence causes nearby corpses to spontaneously animate and calls already animated undead to it.
If the skull remains intact at the conclusion of the “Underground Crypt” encounter, the details of how it works (how many undead it animates, and how often) are left up to you.
As an item of arcane interest to mages and collectors, the unbroken skull has monetary value (250 gp), not to mention the worth it might represent to evil creatures and necromancers. However, anyone who transports the skull risks being visited by a large collection of undead.

Adventurer's Vault
Horse Skeletal: ?

Arcane Power
Archlich: Archlich epic destiny.
Lich: ?
Dragotha, Undead Dragon: ?
Vecna: ?

Archlich
You fail to remain living, but also fail to die. Undead, you ensure your ability to defend against evil forever.
Prerequisites: 21st level, any arcane class
You pursue eternal life as an undead creature. Most wizards who search for and achieve easy immortality by way of esoteric necromantic texts are evil, avaricious spellcasters who stop at nothing to achieve their ultimate goals. For some, that goal is lichdom itself. But you have a greater, nobler purpose.
Unlike many who have become liches before you, you have trained your mind to avoid succumbing to the madness that necromantic preservation often brings. For instance, you did not perform the foul ritual that traded your life for animation the moment you found it; you waited until your power was equal to the change. Nor did you accept the aid of Orcus, Demon Prince of the Undead, to empower the ritual, but you waited to find methods outside his control. In doing so, you escaped his touch, though you bear his personal enmity to this day.
Archlich’s Phylactery (21st level): You create a magical receptacle that contains your life force. When you drop to 0 hit points or fewer, you and your possessions crumble to dust. A day later, you reappear alive with maximum hit points in a space adjacent to your phylactery, with all your possessions.
Your phylactery can be destroyed. It has 40 hit points and resist 20 to all damage. The typical phylactery is a sealed metal box filled with parchment inscribed with magical phrases written in your blood. Phylacteries can come in other forms, such as rings, gems, or amulets, but they always have 40 hit points and resist 20 to all damage. If your phylactery is destroyed, you can make a new one by spending 10 days and 50,000 gp.

Beyond the Crystal Cave
Echo Spirit: Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth's recent corruption of the area has awakened one of these remnants as an angry undead creature.
Spirit Echo: An echo spirit's Spiritual Echoes power.

D Spiritual Echoes
Recharge when the spirit uses psychic reverberation
Effect:Three spirit echoes appear within 10 squares of the spirit. These creatures act just after the spirit in the initiative order.

Dark Legacy of Evard
Grasping Zombie: ?
Ghoul Flesh Seeker: ?
Decrepit Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery.
Blazing Skeleton: Vontarin unleashes his first deliberate attack. He animates skeletons from the Crypts beneath Saint Avarthil Monastery.
Flesh-Crazed Zombie: ?
Vontarin Mad Ghost: ?

Dark Sun Campaign Setting
Dregoth: Almost two thousand years ago, the other sorcerer-kings conspired to kill Dregoth, fearing his growing strength. The resulting magical duel turned Giustenal into a vast tomb. In the end, Dregoth fell dead, and his opponents left the ruined city to the desert. But with the last of his power, Dregoth made the transition to undeath.
Undead: Many days south of Balic, a great plain of broken, black obsidian interrupts the monotony of the Endless Sand Dunes. The obsidian differs throughout the plain—it can be smooth and glassy, low and razor-edged, or shattered into jagged chunks 20 or 30 feet tall. Here and there, bare hillocks rise above the obsidian waves, crowned by a clump of hardy bushes or a small tree, or half-buried remnants of city walls jut out of the glistening glass like the bones of a creature that died in a tar pit. During the Cleansing Wars, a terrible battle was fought on this plain, and a defiler of awesome power broke the world’s skin, flooding the area with molten black glass to destroy whole armies with one dreadful ritual.
With no food, little water, and no shelter to speak of, the Dead Land is one of the worst regions on Athas. By day, the sun’s heat on the black ground can kill a traveler within hours; at night, the armies slain here rise as hateful undead, driven to reenact the last battles of their lives.
According to rumors, the Black Sands region was created by defiling magic that predated the rise of the city-states and their rulers. Supposedly, an ancient ruined city, haunted by hateful ghosts of a past age, lies at the center of the Sands, and any who enter its crumbled walls are doomed to join the undead spirits.

Dark Sun Fury of the Wastewalker
Griefmote: ?
Corruption Corpse: ?
Crawling Gauntlet: ?
Decrepit Skeleton: ?
Tomb Mote: ?
Wisp Wraith: ?

Demonomicon
Undead: Portals to Orcus’s realm of Thanatos might overlay the doors of mausoleums or stand among oddly arranged headstones. When a portal to Thanatos opens, the skies darken and the weather turns cold. The shades of folk that died in the surrounding lands reappear to wreak havoc, then vanish. The earth boils beneath cemeteries, churned by the dead. Within 10 squares of such a portal, a creature that dies rises on its next turn as a mindless corporeal undead of a type of the DM’s choice.
Haures: The first haureses were created from goristro demons that fell in combat defending Orcus. Experimented on for centuries to perfect their current form, haureses have no thought or memory of anything other than battle.
Seszrath: CAST OUT FROM THE VILEST PITS OF DARKNESS in the Abyss, the seszrath is a horrible monstrosity composed of fused corpses and demonic essence.
It is thought that the first seszraths were created during the birth of the Abyss. However, little is known of these creatures. In particular, how they continue to spawn and from what matter they are created is a source of conjecture. Some believe that new seszraths are continually spawned by an undiscovered demon lord—perhaps an unknown primordial who manipulates the power of undeath as an affront to Orcus. Others believe that seszraths are born of a gate between the Abyss and the Shadowfell, thought to exist at the deepest levels of both planes.
Shaadee: SHAADEES ARE THE RISEN MANIFESTATIONS of humanoid spellcasters who pledged their souls to the lords of the Abyss. After toiling for their demonic masters in life, these wretches discover that death does not end their servitude.
Shaadees are spawned from powerful spellcasters—wizards, sorcerers, warlocks, and others who offered their services to powerful demons to increase their own power. Such spellcasters use their dark knowledge to enslave lesser creatures, sow chaos within civilized lands, and acquire vast wealth and power. When a spellcaster bound to a demon dies, however, it becomes a shaadee—an undead demonic slave eternally serving the abyssal lord its mortal soul was pledged to.

Draconomicon I Chromatic Dragons
Undead: Dragons that wish to learn the secret of becoming undead could do worse than follow the tenets of Vecna.
Bodak Reaver: ?
Bodak Skulk: ?
Horde Ghoul: ?
Tzevokalas Draconic Vampire: Who he was before becoming a vampire, or why he chose this region to hunt, nobody knows.
Sword Wraith: ?
Dread Wraith: ?
Runescribed Dracolich: ?
Dracolich: As described in the Monster Manual, a dracolich is created from a powerful dragon through an evil ritual. Some dragons willingly choose to become sentient undead; others have the ritual forced upon them. Dracoliches are greedy for power and treasure, but individuals pursue other goals equally passionately. Dracoliches can arise from dragon families other than the chromatic, but chromatics are most prone to the transformation.
Dracolich Bone Mongrel Dracolich: A DRAGON DOES NOT BECOME this sort of dracolich by choice. A bone mongrel is created from the remains of several dead dragons to form an animate and dully sentient whole.
The evil ritual that creates this creature requires the bones of several dead dragons. When the ritual is complete, the disparate parts are transformed into a malevolent skeletal monstrosity. The creature hates its mockery of life but, owing to the ritual’s evil nature, cannot end its own animation.
A bone mongrel’s phylactery takes the form of a skeletal portion of a dragon incorporated into the dracolich, such as a tail section.
Dracolich Stoneborn Dracolich: SOMETIMES WHEN A DRAGON DIES, its body comes to rest at the bottom of a lake or a slow-moving river. The corpse is covered over and protected by silt, dirt, and loose rock, slowing the natural process of decay. Over vast periods of time, the bone is replaced by stone-hard mineral.
Unlike other fossilized remains, the decaying forms of dragons still retain a spark of magic. When such bones are uncovered, they can spontaneously arise as stoneborn dracoliches. Occasionally sorcerers raise the bones by inscribing them with necromantic sigils.
Stoneborn dracoliches arise spontaneously when their remains are uncovered, or when a nearby powerful magical event triggers the animation of the long-quiescent bones.
A necromantic ritual exists to rouse a collection of fossilized dragon bones, turning them into a stoneborn dracolich. As with other kinds of dracoliches, only the original creator can influence the actions of a stoneborn dracolich while possessing its phylactery—others who later gain the phylactery have no power over it. A stoneborn’s phylactery takes the form of a petrified tooth or claw removed from the dragon’s remains.
Dracolich Icewrought Dracolich: When a white dragon grows close to death, it might seek the Heart of Absolute Winter, which is either a location or a ritual, depending on which tome or sage one consults. A full year later, an icewrought dracolich emerges in the midst of a howling winter storm. White dragons might do this because they have one or more clutches of eggs yet unhatched, and at the end of their lives, they suddenly grow concerned about their progeny.
Dracolich Dreambreath Dracolich: SOMETIMES A DRAGON INTERESTED IN PROLONGING its existence discovers a way to forsake the physical limitations of animate bone and rotting wings. Dreambreath dracoliches have learned how to project a permanent dream of themselves into the waking world, where they can stalk prey through both nightmare and reality forever.
A formless psychic realm exists that is called various things in different places but is most often known as Dream. Here dreams cavort, heedless of the waking world—but not always. Most fade into obscurity, but their echoes resonate forever throughout Dream, giving rise to countless variations. The remnants of particularly vile dreams sometimes latch onto the dying wish of a dragon (possibly enabled through a ritual). From this union a dreambreath draco lich is born.
Draconic Wraith: A draconic wraith is the vilest portion of a dragon’s soul, which sometimes lingers beyond death.
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the essence of the Shadowfell.
Draconic wraiths are either born from the Shadowfell or created by other draconic wraiths. Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves. Powerful rituals do exist to create draconic wraiths, but they are known only to the greatest necromancers.
Draconic Wraith Wyrm-Wisp: A WYRM-WISP IS THE SLIGHTEST MANIFESTATION of draconic evil.
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith: Rarely does a humanoid wraith kill a dragon, and a wyrm so slain normally cannot rise as a wraith. Humanoids slain by draconic wraiths can, however, rise as wraiths themselves.
Any humanoid creature killed by a wyrm-wisp rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a wyrm-wisp. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths.
Draconic Wraith Soulgrinder: Any humanoid creature killed by a soulgrinder rises as a free-willed wraith at the start of its creator’s next turn; a dragon instead rises as a soulgrinder. The new wraith appears in the space where it died or in the nearest unoccupied space. Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Draconic Zombie: Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world.
Draconic Zombie Winged Putrescence: ?
Draconic Zombie Rotclaw: ?
Draconic Zombie Deathless Hunger: ?
Draconic Zombie Rancid Tide: ?
Skeletal Dragon: Skeletal dragons can arise from necromantic rituals or through the uncontrolled forces of the Shadowfell.
Draconic zombies arise under the same circumstances as skeletal dragons, either as necromantic creations or as the result of the Shadowfell’s encroachment on the mortal world.
Skeletal Dragon Razortalon: ?
Skeletal Dragon Bonespitter: ?
Skeletal Dragon Siegewyrm: THE LARGEST OF THE DRACONIC SKELETONS, a siegewyrm is made from the bones of mighty dragons.
Vampiric Dragon: The only way to create a vampiric dragon is through the same dark ritual that creates a vampire lord.
Vampire Lord: ?
Vampire: ?
Vampire Spawn Fleshripper: ?
Gulthias, Vampire Lord: ?
Ghost: Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths.
Vampiric Dragon Thief of Life: ?
Vampiric Dragon Bloodwind: ?
Ashardalon's Heart: Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult.
Dragotha, Ancient Dracolich: Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn descended on him and killed him. As the dragon lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich.
Mummy Guardian: ?
Flameskull: ?
Specter: ?
Deathlock Wight: ?
Zombie Corruption Corpse: ?
Skeleton: ?
Abyssal Ghoul Myrmidon: ?
Abyssal Ghoul: ?
Nightwalker: ?
Rot Harbinger: ?
Wailing Ghost: ?
Skull Lord: ?
Vampire Spawn Bloodhunter: ?
Zombie Hulk: ?
Kyuss, The Worm that Walks: ?

Draconomicon II: Metallic Dragons
Giant Mummy: Positioned around the opening in the floor are four giant mummies, each the remains of a death giant that angered the Golden Architect.
Askaran-Rus: Askaran-Rus was once a mortal necromancer, but when his time ran out and his soul drifted to the Shadowfell, he refused to surrender to fate and instead gathered the stuff of shadow to construct a new body for himself—an obscene thing filled with cruelty, spite, and endless malice.
Voidsoul Specter: ?
Drakkensteed Grave-Born Drakkensteed: A few powerful spellcasters have developed a ritual to reanimate drakkensteeds as a particular form of undead. These undead creatures generate internal necrotic energy and retain many of the instincts that make drakkensteeds such coveted mounts.Dreambreath Dracolich, Rhao the Skullcrusher: ?
Dreambreath Dracolich: ?
Dracolich Insane Dracolich, Ahmidarius: The dracoliches have warped Ahmidarius to their cause, using the power of their corrupted Wells to turn him into an insane dracolich. (Draconomicon II: Metallic Dragons)
Dracolich: Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites.
Wraith: ?
Specter: ?
Ghost Harmless Phantom: Long ago, dark ones, shadowborn humans, and other slaves languished in this room. Now the room holds only ghosts, figments from another time.
Chillborn Zombie: ?
Undead Dragon: Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites.

Dragon Magazine Annual
Elder Arantham: Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity— and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.”
Mauglurien: ?
Huecuva: HUECUVAS ARE FOUL UNDEAD that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics.
Huecuva is a template you can apply to humanoid NPCs or monsters.
Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas.
Ashgaunt: These foul creatures were created by a faction of Orcus worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath.
Zombie Rotter: Ashgaunt's Wake the Dead power.
Flameharrow, Eye of fear and Flame: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman.
Undead Glabrezu, Holchwier, Exarch of Orcus: ?
Undead: ?
Lich: ?
Skeleton: ?
Death Knight: ?
Wight: ?
Vampire: ?
Doresain, King of Ghouls: ?
Ghoul: ?
Abyssal Ghoul: ?
Demon Undead Marilith, Shonvurru: ?
Mummy Lord: ?
Mummy Guardian: ?
Mummy Vampire Spawn Bloodhunter: ?
Flameskull: ?
Battle Wight: ?
Skeletal Tomb Guardian: ?
Lich Vestige: Raven Consort epic destiny Death's Companion power.
Mummy: ?
Vampire Spawn: ?
Wraith: A shadar-kai could live longer than any eladrin. Few do, however; the consequences of extreme living keep them from seeing old age. Some simply fade away, disappearing into shadow and death, perhaps leaving behind a wraith as the soul passes into the Raven Queen’s care.
Sword Wraith: ?
Mad Wraith: ?
Zombie Hulk: ?
Zombie: As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city. (Dragon Magazine Annual)

Death’s Companions (30th level): Whenever you kill a creature, a lich vestige forms from that creature’s corpse. Until the end of the encounter, you treat the lich vestige as if you have it dominated. At the end of the encounter, any lich vestiges that rose to serve you during the encounter are immediately destroyed.

R Wake the Dead (minor action; recharge ⚄ ⚅) ✦ Necrotic
Ranged 20; targets up to 4 destroyed undead creatures reduced to 0 hit points within range; the targets become zombie rotters, which fight on the behest of the ashguant until the end of the encounter or for 5 minutes, whichever comes first. The zombie rotters rise as a free action, and act after the ashgaunt in the initiative order.

Dungeon Delve
Decrepit Skeleton: ?
Boneshard Skeleton: ?
Wight: ?
Blazing Skeleton: ?
Chillborn Zombie: ?
Zombie Hulk: ?
Decaying Skeleton: ?
Koptila: In this chamber long ago, the ogre king Koptila sacrificed himself to the gods to save his tribe from an overwhelming threat. His people were transported forward in time, and Koptila was transformed into an undead creature.
Vampire Spawn Bloodhunter: ?
Nexull, Vampire Lord: ?
Battle Wight: ?
Corpse Marionette: This thing is a creation of Borrit’s magic.
Immolith: ?
Flameborn Zombie: ?
Abyssal Ghoul: ?
Abyssal Ghoul Hungerer: ?
Abyssal Ghoul Myrmidon: Red Glyph/Ghoul Transformation Ritual
Bone Naga: ?
Blackroot Treant: ?
Death Knight: ?
Slaughter Wight: ?
Sword Wraith: ?
Rot Harbinger: ?
Abhorrent Reaper: ?
Larva Mage: ?
Dragonclaw Swarm: ?
Lich Vestige: ?
Lich: ?
Putrid Rot Harbinger: ?
Rot Hurler: ?
Great Flameskull: ?
Flameskull Lord, The Bright Lord of Everburning Fire: ?
Voidsoul Specter: ?
Raxikarthus, Death Knight: ?
Atropal: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Doresain the Ghoul King: ?
Runescribed Dracolich: ?
Rot Spewer: ?

Red Glyph/Ghoul Transformation Ritual : A DC 31 Arcana check reveals that the glyph is involved in an undead ritual. At the start of every round, randomly select one of the prisoners within 10 squares of the red glyph. A tendril rises from it, hitting the prisoner. At the end of the round, that individual turns into an abyssal ghoul myrmidon.
Any ghoul created this way engages the PCs unless a human prisoner is in its cell, in which case it spends its first round killing and gnawing on the unfortunate person.
The characters can end the ritual in one of two ways:
✦ An adjacent character can disable the glyph with a DC 31 Thievery check or DC 26 Arcana check.
✦ If all eligible targets (prisoners) are moved more than 10 squares from the glyph, the ritual ends.

Dungeon Magazine Annual Vol. 1
False Sir Keegan/Sir Drzak: ?
Risenguard of Drzak: ?
Tormenting Ghosts: ?
Great Flameskull: ?
Desecration: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Tomb Guardian Thrall: ?
Howling Spirit: ?
Blackroot Treant: ?
Cauldron Corpse: ?
Cauldron Mote: ?
Gravehound: ?
Zombie Rotter: ?
Boneshard Mongrel: ?
Skeleton Archer: ?
Bone Worm: ?
Tomb Mote Swarm: ?
Forge Wisp Wraith: Forge wisp wraiths are individual spirits that failed to join together to form a forgewraith.
Haestus: I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled in death. I am a soul alight with the forge’s fire.
Forgewraith: A FORGEWRAITH IS AN UNDEAD HUMANOID whose spirit was extinguished and rekindled in the fires of a furnace or a forge.
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mix with unleashed magic to form a humanoid spirit of monstrous hate.
Ghost: ?
Specter: ?

Dungeon Master's Guide
Death Knight: Death knights were once powerful warriors who have been granted eternal undeath, whether as punishment for a grave betrayal or reward for a lifetime of servitude to a dark master. A death knight’s soul is bound to the weapon it wields, adding necrotic power to its undiminished martial prowess.
“Death knight” is a template that can be added to any monster.
Prerequisite: Level 11
The process of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual.
Lich: Liches are evil arcane masterminds that pursue the path of undeath to achieve immortality.
“Lich” is a template you can add to any intelligent creature of 11th level or higher.
Prerequisite: Level 11, Intelligence 13
Mummy Champion: A mummy champion is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious champions and warriors, but they could also curse an unfortunate soul to a prison of undeath.
“Mummy champion” is a template you can apply to any humanoid creature.
Prerequisites: Humanoid, level 11
Mummy Lord: A mummy lord is created through a dark ritual intended to sustain a creature past its mortal life span, or revive it after death. Such rituals are typically reserved for important religious leaders, but they could also curse an unfortunate soul to a prison of undeath.
“Mummy lord” is a template you can apply to any humanoid creature.
Prerequisites: Humanoid, level 11
Vampire Lord: Some are former spawn freed by their creators’ deaths, others mortals chosen to receive the “gift” of vampiric immortality.
“Vampire lord” is a template you can apply to any humanoid creature of 11th level or higher.
Prerequisites: Humanoid, level 11

Dungeon Master's Guide 2
Fey Bodak Skulk: A ruthless eladrin uses a couple of bodak skulks infused with fey powers as bodyguards and also to hunt his enemies.
Abyssal Ghoul Hungerer: The Dead Arise power.
Abyssal Ghoul Myrmidon: The Dead Arise power level 26.
Zombie Hulk of Orcus: ?
Terrifying Haunt: ?
Ghost: Ghosts can come in many forms. Some are cursed to roam until a past sin is righted, or a wrong undone. Others are merely the animus of hate, raging eternally in undying terror.
Wight Life-Eater: ?
Battle Wight Commander: ?
Battle Wight: ?
Immolith Deathrager: ?

Dungeon Master's Kit
Yisarn Skeletal Mage: A band of elves ambushed and killed him, but an evil curse animated his bones, turning him into an undead horror.
Skeleton: ?

E1 Death's Reach
Ghovran Akti: ?
Shadowclaw: ?
Giant Mummy: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation.
Larva Mage: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation.
Tormenting Ghost: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation.
Worm of Ages: Below Death's Reach burrows a great worm, long dead but roused from eternal slumber by the soulfall.
Abyssal Ghoul Horde: ?
Rot Slinger: ?
Bone Naga Corruptor: ?
Abyssal Ghoul Hungerer: ?
Undead Goristro: ?
Shadowclaw Nightmare: ?
Death Knight Mauglurien: ?
Rot Slinger Decayer: ?
Bonestorm: ?
Yannux, Nightwalker: ?
Shonvurru the Blood Serpent: A marilith rewarded with undeath through service to Orcus.
Ghostfire Flameskull: ?
Petrified Treants: ?
Dawnwar Ghost: ?
Voidsoul Specter: ?
Time Wraith: ?
Phane Wraith: ?
Flameharrow Lord: ?
Bodak Reaver: ?
Blaspheme: Blasphemes are crafted from pieces of corpses and given life through alchemy and magic.
Blaspheme Imperfect Keeper: ?
Blaspheme Disciple Keeper: ?
Blaspheme Fragment Keeper: ?
Blaspheme Knight Keeper: ?
Void Lich: A void lich is created when the soul of a lich-to-be is shunted off to an aberrant realm and is replaced, changelinglike, by a foul entity that possesses the lich's body as its own.
Huecuva: Although the Ashen Covenant did not originally create huecuvas, many belong to the movement. Huecuvas were originally the spawn of a divine curse meant to punish priests who violated their vows. Now, a ritual exists to confer this status on powerful evil priests.
Rakshasa Noble Huecuva: ?
Portal Thing: The thing in the cavity is an animated mass of coagulated black blood drained from hundreds of defeated opponents.
Immolith Claw: ?
Flameharrow Lord: ?
Dracolich: ?
Larva War Master: The bodies of larva undead are wholly composed of rotting flesh, fragments of bone, and maggots, centipedes, beetles, and other vermin.
Death Emperor: A beholder death emperor is a more powerful version of the beholder death tyrant.
Death tyrant and death emperor beholders are animated corpses of eye tyrants.
Death Tyrant: Death tyrant and death emperor beholders are animated corpses of eye tyrants.
Horde Ghoul: Beholder Death Emperor Reanimating Ray power.
Reanimating Ray (Necrotic): Ranged 10; +27 vs. Fortitude; 2d10 + 8 necrotic damage. If the target is reduced to 0 hit points or fewer, the target rises as a horde ghoul under the beholder death emperor's control at the end of its next turn.
Elder Arantham: He is a rare form of divinely empowered undead known as a huecuva, which he became to purposely shed his humanity.
Great Flameskull: ?

E2 Kingdom of the Ghouls
Gorgimrith, The Hunger in the Mountain: ?
Black Bloodspawn: Dwelling primarily in the White Kingdom near the Lake of Black Blood, black bloodspawn are the progeny of Gorgimrith, the Hunger in the Mountain. Whenever the massive entity desires, it can slough off bits of its rotted organ walls to create black bloodspawn.
Black bloodspawn are actually mobile mouths of Gorgimrith, the Hunger in the Mountain. They spawn from its massive body and sometimes travel far from the White Kingdom.
Black Bloodspawn Devourer: ?
Black Bloodspawn Hunter: ?
Ghoul Whisperer: ?
Abyssal Horde Ghoul: ?
Ghoul Gatherer: ?
Ghoul Ripper: ?
Ghoul Warrior: ?
Ghoul Stalker: ?
Elder Arantham: ?
Rot Harbinger: ?
Rot Slinger: ?
Voidsoul Specter: ?
Great Flamskull: ?
Decaying Mummy: ?
Forsaken Hierophant Elder: ?
Abhorrent Reaper Terror: ?
Undead Deva Fallen Star Servitor: Deva Fallen Star Servitor Vile Rebirth power.

E3 Prince of Undeath
Dread Wraith: By the time the adventurers rush to the Raven Queen's aid, she is already staked to the floor of her throne room by the shard of evil. Although she is not yet destroyed. her power to judge souls and send them to their final destinations fails.
The consequences of this have yet to propagate. Within Letherna, Raise Dead and similar rituals work normally however, each time a creature is raised to life, a dread wraith appears in a square adjacent to the raised creature.
Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Abyssal Rotfiend: ?
Abyssal Horde Ghoul: ?
Larva Warlord: ?
Vampire Lord Human Fighter: ?
Bonecrusher Skeleton Hulk: ?
Slaughter Wight Overlord: ?
Lich Vestige: ?
Immolith Seeker: ?
Rot Harbinger Reaver: ?
Lich Castellan Wizard: ?
Beholder Eye of Death: ?
Dread Wraith Assassin: ?
Timesus, The Black Star: An ancient island mote hanging deep within the Abyssal void. Known as the Forge of Four Worlds, it acts as a conduit for elemental and arcane energy-energy that Orcus plans to use to restore Timesus and convert the primordial into one of the undead.
Abyssal Madness Ghoul: ?
Demonic Skeleton Defilade: ?

Eberron Campaign Guide
Undead: Buried deep, beyond the prying eyes of the common worshipers, is an ossuary where Vol’s mummy high priest, Malevanor, performs the most profane rituals, twisting corpses with dark magic to create atrocities and undead horrors.
To shore up the nation’s demoralized and weakened armies, the Blood of Vol provided Karrnath with rituals that produce loyal undead warriors.
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit.
King Kaius ir'Wynarn III: The moment of Kaius’s transformation came when the Blood of Vol demanded he pay the price for its assistance in the Last War. The priests approached the king in the darkest days of the war, when Aundair pressed into Karrnathi lands, when food shortages threatened to starve out his people, and when disease ran rampant across the countryside. Helpless to refuse, he agreed to their terms. The Blood of Vol unearthed and disseminated stores of food and reinforced his flagging armies with undead troops and cultists of the Order of the Emerald Claw. The price, though, was far steeper than Kaius would have imagined. The ancient lich who reigned over the Blood of Vol intended to make Kaius her puppet. When he came before her, she performed a ritual to rob him of his humanity and transform him into a vampire.
Karrnathi Skeleton: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions.
Karrnathi Zombie: Blood of Vol devotees first spawned Karrnathi skeletons and zombies from the corpses of elite warriors. These undead retain their cunning and training, making them far superior to the regular soldiers in Karrnath’s legions.
Mourner: Mourners are undead spirits of soldiers who were killed by the Mourning.
Mourners are the disconsolate spirits of soldiers killed in Cyre on the Day of Mourning.
Mourners are the remnants of a single company of Thrane soldiers who died when their captain led them into a Karrnathi ambush three days before the Mourning. Buried in a mass grave, the spirits of the betrayed soldiers rose as one on the Day of Mourning.
Ash Remnant: They are the last vestiges of those who failed to escape the mist.
Ash remnants are thought to be the final victims of the Mourning, the last remains of those who perished at the boundaries of the Mournland when it was created. They are animated by raw hatred and despair, constantly reliving the terror of the Mourning in the shattered remnants of their minds.
Vol: Through her arcane powers, her indomitable spirit, and a burning hatred for the elves and dragons that had wronged her, Vol has endured for long centuries in the ranks of the undead.
Undying Court: Worthy elves gain immortality among the undying. Whether sage or soldier, benevolent undead aid and advise the living in the hope that such service will one day qualify them to join the powerful undead elves that make up the Undying Court.
The death of thousands of elves in the war against the giants of Xen’drik led to an elven obsession with preserving the greatest among their people. The elves’ exploration of the mysticism of death created the religion of the Undying Court, which involves the veneration of ancestors and the pursuit of personal perfection. The reward for success on this mystical path is immortality in an undying body.
Vampire: Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures.
Lich: Vol’s methods created creatures such as vampires and liches that required life energy or blood from living creatures.
Ghost: When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit.
Zombie Rotter: ?

Forgotten Realms Campaign Guide
Zombie Rotter: ?
Zombie: ?
Undead: Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves.
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead.
Lich: Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves.
Ghost: A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead.
Vooldad, Ghost: His victory was short-lived, however. Halflings from the Lluirwood surprised Voolad and killed him. Whatever fell purpose drove the druid enabled him to rise as a powerful ghost.
Dodkong: ?
Death Chief: The undead king reanimates each clan chieftain who dies, forming the Dodforer, a council of “Death Chiefs” who serve him.
Saed, Vampire Lord: ?
Terpenzi: The naga Terpenzi, slain by the Shadowking, returned as a powerful undead entity.
ONCE A GREAT IMMORTAL NAGA, the founder and longtime ruler of Najara, Terpenzi lost its life and status long ago. After its demise, horrifying rituals bound its soul into its skeletal body.
Undead Dragon Turtle: Necromancers created more than one undead dragon turtle from those slain in the lake.
Chillborn Zombie: ?
Melathaur, Runescribed Dracolich: ?
Espera Larva Mage: The Spellplague destroyed many of these in gouts of blue fire. Espera, a genasi necromancer, had already tied herself to Shar’s power of shadow. She died in the conflagration but was resurrected as a larva mage.
Dracolich: Half a millennium has passed since the Cult of the Dragon formed under the mad archmage Sammaster. He gathered followers who were drawn by his delusional visions that prophesied the eternal rule of Faerûn by undead dragons. He then formulated a process to create the first dracolich, which he recorded in his work Tome of the Dragon.
A fettered dracolich’s intellect and perception are diminished, but it retains a strong force of personality that struggles to resurface. As a result, its behavior is unpredictable and destructive. If its phylactery is returned to it, a fettered dracolich is released from its slavery. It becomes a standard dracolich.
Anabraxis the Black Talon, Runescribed Dracolich: ?
Human Death Knight, Naergoth Bladelord: ?
Lich, Vargo the Faceless: ?
Fettered Dracolich: Some cult cells have taken to capturing young dragons and putting them through a modified ritual of ascension. This ritual ties the dragon’s will to whoever holds its phylactery, resulting in a fettered dracolich.
Lod, Bone Naga: ?
Meremoth, Undead Lamia: ?
Direhelm: Direhelms are created through a ritual from the Codex of Araunt, involving grave dirt from the tombs of warriors fallen in battle.
Doomsept: A doomsept is a sevenfold spirit, created by one of the rituals in the Codex of Araunt.
Plaguechanged Ghoul: THE SPELLPLAGUE KILLED INDISCRIMINATELY, but it apparently raised some of those it slew, in a hungering form.
Dread Warrior: THAY’S NECROMANCERS ARE AMONG THE BEST in the world, and their undead creations are simply more capable and enduring than others. Thay produces more than its share of shambling corpses, but its Dread Legions contain a significant number of intelligent skeletons and zombies. Known as dread warriors, these evil undead can follow orders, communicate, and fight just as well as a living counterpart, but they do so without fear of death.
“Dread warrior” is a template you can apply to any humanoid creature to represent one of these Thayan monstrosities.
Szass Tam, Human Wizard Lich: ?
Manshoon, Human Wizard Vampire Lord: ?

FR 1 Scepter Tower of Spellgard
Gravehound: Once the Darano kennel master, Kalmo was searching the Spellgard ruins with his wolves when a magic trap slew the animals and animated them as zombies.
Boneshard Skeleton: ?
Decrepit Skeleton: ?
Specter: When Saharelgard fell, a would-be looter was captured and slain in this chamber. This hateful thief returned as a specter.
Skeleton: ?
Zombie: ?
Deathlock Wight: One of the arcanists interred in this chamber was a wizard making secret preparations for becoming a lich. Though he was slain in a spell duel before he could complete the process, he had already suffused his being with an unholy power that allowed him to rise as a deathlock wight.
Lich: ?
Wraith: ?
Vampire Spawn Fleshripper: Barthus captured a group of ruffians in the ruins several years ago and transformed them into vampire spawn minions after feasting on them.
Barthus: ?
Troop Captain, Elite Skeleton: ?

H1 Keep on the Shadowfell
Zombie Rotter: With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room.
Zombie: With the aid of the powers beyond the rift, Kalarel has animated several corpses from the interred dead and transformed this area into a guard room.
Skeleton Warrior: ?
Decrepit Skeleton: Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead.
Sir Keegan Skeleton Knight: As commander of the keep’s soldier, Sir Keegan held the responsibility of protecting the rift. In that duty he failed, and to this day, his spirit despairs over his failure.
“I failed in my responsibility. I allowed the influence of the Shadow Rift and my knowledge of the crumbling empire to distract me from my sworn oath. The corruption that lies on the other side of the rift touched me and triggered disaster.”
“Finally the alarm went up, and what remained of the legion banded together against me. Even in my rage, I knew I couldn’t best them all, so I fled into the crypts to hide from vengeance. Only then did the madness lift. I realized what I had done and despaired. I had killed my love and broken my oath. More than that, I had done so with my sword, Aecris, an implement given to me by King Elidyr when I was knighted. The remnants of my legion sealed the passage and trapped me here. I selected this as a fitting place to spend eternity.”
Gravehound: Ninaran followed Kalarel’s instructions in creating this magic circle to raise the dead.
Corruption Corpse: ?
Ghoul: ?
Vampire Spawn Fleshripper: ?
Skeleton Sentinel: ?
Shallowgrave Wight: ?

H2 Thunderspire Labyrinth
Wight: ?
Ghoul: ?
Boneshard Skeleton: ?
Bonecrusher Skeleton: ?

H3 Pyramid of Shadows
Zombie Rotter: ?
Chillborn Zombie: ?
Flameskull: ?
Headless Corpse: When Karavakos decapitated Vyrellis, he placed her body here, within a powerful field of arcane magic. Over time, the magic within this room has waned. Vyrellis can now reclaim her body, but there is a catch. Karavakos animated the corpse and filled it with necrotic energy.
Battle Wight: ?
Frightful Wraith: Any humanoid killed by a frightful wraith rises as a free-willed frightful wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wraith: DEATH’S HUNGER
The power of death is strong in this area. A bloodied creature anywhere in the area can score a critical hit on a natural die roll of 19 or 20.
A character who falls to 0 hit points or fewer anywhere in within the area shown on the encounter map is immediately teleported into one of the empty coffins in the northeast room. The lid of the coffin slams shut and requires a DC 20 Strength check to open (from either side). Each time a character inside a coffin fails a death saving throw, each battle wight (if any remain) regains 24 hit points. A character who dies inside one of the coffins rises as a wraith at the start of the frightful wraith’s next turn, exactly as if the wraith had killed the creature. With phasing, the character can escape the coffin and rejoin the battle, now fighting on the side of the other undead.
Vampire Spawn Bloodhunter: ?
Skeletal Tomb Guardian: ?
Bonecrusher Skeleton: ?
Wailing Ghost, Banshee: ?

Halls of Undermountain
Grasping Zombie: ?
Dayan, Vampire Necromancer: ?
Shambling Mummy: ?
Ghoul: ?
Flesh-Crazed Zombie: ?
Crawling Claw: ?
Wraith: A zombie holds a struggling goblin in its hands and plunges the screaming goblin into the southeastern pool. Instantly, the goblin stops struggling and the pool turns red. A wraith emerges from the goblin's body.
If a living creature enters or starts its turn in the pool, it must make a saving throw. If it fails the saving throw, the creature loses a healing surge. If a creature with no healing surges fails the saving throw while in the pool, the creature dies and is immediately turned into a wraith.
If anyone disturbs the garter or the bones of Trestyna Ulthilor, the priestess's spirit rises as a wraith.
Decrepit Skeleton: ?
Hulking Zombie: ?
Julain De'Spri, Ghost: He and his wife, Amori, were buried here long ago. Recently, however, some terrible power ripped their spirits from the peaceful place where they were residing and brought them back to this room. Now Julain's spirit is waiting here, restless, as Amori's body and spirit are being tampered with elsewhere.

Hammerfast
Telg, Dwarf Ghost: ?
Kralick, Orc Ghost: ?
Grolin Surespike, Ghost: Grolin Surespike, a dwarf ghost who died in the Trade Spire back when it served as living quarters for Hammerfast's priests, appears elderly and frail.
Undead Paladins of Moradin: ?
Barrthak, Dwarf Lich: ?
Cherndon the Mad, Dwarf Ghost: He died trying to prevent the orcs from learning where several rich dwarf lords were buried.

HS2 Orcs of Stonefang Pass
Skull Spirit: ?
Skeleton: Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons.
Blazing Skeleton: Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons.
Boneshard Skeleton: Alternatively, they might stumble across the bones of those who died during the Glintshield dwarves' civil war, awakening the warriors' angry spirits when one of them pries a magic weapon from the grip of one of the skeletons.

Keep on the Borderlands A Season of Serpents
Witherling Mote: ?
Greysen Ramthane's Specter: ?
Botched Witherling: ?

Lost Crown of Neverwinter
Plaguechanged Maniac: ?

Madness at Gardmore Abbey
Undead: The catacombs are tainted by the presence of Vadin Cartwright, a priest of Tharizdun. In the abbey's vaults, Vadin discovered a red crystalline substance he calls the Voidharrow, which he believes contains a fragment of the Chained God's essence. He has taken up residence in the catacombs, experimenting with how his own power to create undead interacts with the Voidharrow.
Skeletal Tomb Guardian: Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull.
Vadin Cartwright has animated several skeletons of fallen knights.
Flameskull: Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull.
Bonecrusher Skeleton: ?
Mad Wraith: Four Gardmore paladins-Engram, Dorn, Silas, and Hromwere assigned to guard and transport the Brazier. When the abbey was attacked, Engram, Dorn, and Silas carried the relic to the rendezvous point in the garrison.
The wizard Vandomar sealed the three knights inside to protect them while they waited for their companion. However, Hrom fell in battle before reaching the others. Without him, they were unable to open the chest holding the Brazier. Driven mad by the relentless whispers of the evil spirits that invaded the place, the knights killed each other.
Vandomar was unable to save the paladins. To prevent the evil that had destroyed them from spreading, he reinforced the magical seal. So the garrison remains to this day, haunted by the mad spirits of the dead knights.
Wraith Figment: When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this mad wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.
Vandomar, Blue Arcanian: In his last attempt to revive Elaida, he unleashed a mighty spell that simultaneously animated her corpse as a flesh golem and transformed him into an undead monster-an arcanian that still haunts the upper level of his tower.
The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process.
Coldspawned Mummy: ?
Trap Haunt: ?
Havarr, Pale Reaver Lord: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals.
Pale Reaver: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals.
Pale Reaver Creeper: The spirits of seven knights of the abbey haunt this chamber, drawn to the power of Bahamut's altar but also bound to the will of the mad priest Vadin Cartwright Their leader is Havarr of Nenlast, the knight captain who sealed the abbey's fate when he drew from the Deck of Many Things. His companions are other knights who died beside him in battle, now linked to his fate. All have become undead spirits cursed by their betrayal of duty and their ideals.
Blazing Skeleton: Vadin Cartwright has animated several skeletons of fallen knights.
Skeletal Legionnaire: Vadin Cartwright has animated several skeletons of fallen knights.
Shambling Mummy: The shambling mummies are not Vadin Cartwright's creation but were formed by the unholy fusion of the restless spirits of two great champions of the order and the lifegiving energy of the Feygrove.
Vortex Wraith: The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey.
When the vortex wraith kills a humanoid, that humanoid becomes a vortex wraith the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.
Ghast: Ghouls starved of flesh.
Wraith: The wraiths in this place were created by the chaos of the Deck of Many Thinas, though they lay quiescent for many years after the fall of the abbey.
Snaketongue Vampire: ?
Elder Vampire Spawn: ?

Manual of the Planes
Kannoth, Eladrin Vampire Lord: ?
Undead: Some souls can and do escape the finality of death. Those who fear what lies beyond, and a few too blinded by anger or hate to willingly move on, cling to their bodiless existence in the Shadowfell. These fearful, miserable, or hateful creatures often become undead of various sorts.
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over centuries, clerics of dark gods, cultists of Orcus, amoral wizards, and necromancers of the worst sort have created countless thousands of undead monsters using heinous rituals.
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures.
Just as horrific, undead sometimes create themselves.
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings.
Those that die on Thanatos rise in moments as undead.
Many of the angels who refused to rebel were condemned to torment and death here, and they linger in Cania’s depths as undead creatures of terrible power.
Although Pluton is largely abandoned, and no new mortal souls come here, some spirits feared to pass into true death and chose to cling to the half death that Nerull granted them. Most of these are now hateful, mindless undead creatures.
Ghost: As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures.
Devourer: Devourers, for example, are the undead remnants of horrific murderers lured into the darkness of the Shadowfell and transformed into manifestations of great evil.
Specter: Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings.
Wraith: Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings.
Nightwalker: Beings formed from the stuff of shadow and possessed of an incomparable maliciousness, undead stalkers roam the fringes of the Shadowfell, slaughtering mortals and shadow creatures alike.
The nightwalkers trace their origins to a group of powerful, disembodied souls who refused to pass on. They used the supernatural energies of the plane to forge new bodies out of the raw stuff of shadow. Their selfishness and the influence of their new forms forever stained their souls, perverting them into the monstrous entities they are to this day.
Bodak: Nightwalkers often use evil rituals to restore their victims to a mockery of life, cursing them to rise as bodaks.
If legend can be believed, Vecna or one of his disciples taught nightwalkers the ritual to create bodaks in exchange for a pledge of loyalty to the Maimed God.
Acererak, Lich: Horrid as these ruins are for the living, the place bears an unholy attraction for the undead. Such is this allure that the mighty lich Acererak, master of the Tomb of Horrors, once laid claim to the City That Waits and used it as a conduit to transcend his mortal form and ascend to greatness.
Matrathar, Larva Mage: ?
Zombie: ?
Skeleton: ?
Ghoul: ?
Harthoon, Lich: ?
Melif, Lich-Lord: ?

Marauders of the Dune Sea
Salt Zombie: ?
Zombie Rotter: ?
Blazing Skeleton: ?
Wisp Wraith: Defiling Sigil trap.
Scaled Guardian: ?
Zombie: ?

Defiling Sigil (T) Level 2 Blaster
Trap XP125
When a living creature approaches the sigil, defiling magic sucks the life from the intruder, possibly creating an undead.
Trap: When triggered, the trap attacks living intruders within its space and adjacent to it, holding them and draining their life force.
Perception
+ DC 20: Just before you enter a square adjacent to the sigh, you notice the image twitch slightly.
Additional Skill: Arcana
+ DC 25: The sigil is made with the help of arcane magic and, as such, is likely a product of defiling.
Trigger
When a creature enters a square containing the sigil or adjacent to it, the trap attacks as an immediate reaction instead of a standard action. Then roll the sigil’s initiative. It acts each round on its turn until no creature is within the trigger area.
Initiative +2
Attack + Necrotic
Immediate Reaction or Standard Action Melee 5
Target: One creature
Attack: +5 vs. Fortitude
Hit: 1d6 + 1 damage, and the target is restrained and takes ongoing 3 necrotic damage (save ends).
Special: The sigil can restrain only one target at one time. The sigil attacks a restrained target until the target escapes or drops to 0 hit points. If the latter occurs, a wisp wraith forms over the target’s body and attacks living intruders in the room. The sigil attacks another creature in range or waits to be triggered again.
Countermeasures
+ A restrained character can use an escape action (DC 20 check) to free himself and end the ongoing necrotic damage.
First Failed Escape Check: The ongoing necrotic damage is instead 6.
Each Subsequent Failed Escape Check: The ongoing necrotic damage increases by 3 (to a maximum of 15).
[*]As a standard action, a creature adjacent to the sigil can disrupt the enchantment with a DC 20 Thievery check or Arcana check. Doing so renders the sigil inert until the start of that creature’s next turn and releases all currently restrained creatures.
[*]A character can attack the sigil (AC and other defenses 10, resist 5 all, hp 25). Reducing the sigil to 0 hit points destroys the trap.

March of the Phantom Brigade
Grasping Zombie: ?
Decrepit Skeleton: ?
Salazar Vladistone, Ghost: Over sixty years ago, a group of bold adventurers calling themselves the Silver Company delved into a mysterious tower that appeared in the ruins of Castle Inverness. The result was tragic-one of the Silver Company, a woman named Oldivya Vladistone, perished. Her husband, Salazar, continued to adventure with the Silver Company for some years, growing more despondent the longer he had to deal with his wife's death. Eventually, Salazar Vladistone sacrificed himself to save his allies and the people of Hammer fast from an unknown danger in the Dawnforge Mountains. Vladistone's spirit did not rest quietly after his sacrifice, however. He became a ghost, haunting the Nentir Vale as be made pilgrimages to the grave of his wife in the ruins of Inverness.
Ghost: If threats fail to impress the heroes, Vladistone warns them that the Ghost Tower houses a terrible magical relic that will destroy everyone nearby. He calls it a soul gem and claims that it can strip the soul from the body of a living creature, causing it to become a ghost just like him.
Phantom Brigade Armiger: ?
Phantom Brigade Squire: ?
Phantom Brigade Justiciar: ?
Phantom Brigade: The Phantom Brigade consists of the spirits of ancient Knights of the Empire, who were sworn to protect the secrets of Nerath and its emperor. So committed were these ancient knights that they became ghostly soldiers, standing a never-ending watch over the vale, after their deaths during the chaos surrounding the empire's fall.
Dwarf Spirit: The dwarf spirits are the remnants of loyal defenders that once protected the necropolis and each other from orc depredations.
Orc Spirit: ?
Flesh-Crazed Zombie: ?
Blazing Skeleton: ?
Ghoul: In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls.
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes.
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap.
Ravenous Ghoul: In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls.
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes.
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap.

Neverwinter Campaign Setting
Valindra Shadowmantle, Eladrin Lich: ?
Unhallowed Wight: ?
Ash Zombie: ?
Spirit-Animated Plant Monster: ?
Undead: Between the Dread Ring’s outer wall and its central tower lies a true chamber of horrors. Stone-and-steel slabs hold bodies and parts of bodies. Some are fresh, still bleeding and occasionally twitching; others are ancient, covered in grave soil, mummified, or reduced to bone. More corpses, severed limbs, and disembodied heads hang on hooks around the room’s perimeter and are heaped in corners, awaiting use. Flasks and barrels contain blood, other bodily humors, and alchemical reagents used to render flesh soft and supple. Runes of necromantic magic adorn the walls, ceiling, and floor.
An array of iron sarcophagi and tall vats lines two walls. Tubes protrude through the stone coffins’ sides, ready to pump fluids through the body of any creature placed within.
A portion of the Thayans’ undead force is animated elsewhere, through necromantic rituals, but the bulk of the raisings occurs here. This “factory” has been designed and enchanted to raise corpses far faster and in far greater numbers than spellwork alone.
Ravenous Undead: Some believe that Castle Nowhere is occupied by the spirits of people eaten by the city’s ghouls and vampires; others say that these spirits are the ghosts of aberrant entities from the Far Realm.
Ghoul: ?
Vampire: ?
Ghost: ?
Burning Dead, Fiery Undead: ?
Blazing Skeleton: ?
Flameskull: ?
Forgewraith: ?
Charnel Cinderhouse: ?
Flameborn Zombie: ?
Ukulsid, Fang of Yeenoghu, Dread Warrior: ?

P1 King of the Trollhaunt Warrens
Blackfire Flameskull: ?
Boneshard Troll Skeleton: Shortly after Skalmad declared himself king, these five lesser clan chiefs tried to seize power for themselves. After slaying them, the troll king had them turned into boneshard skeletons and placed as guards in this chamber.
Vard King of All Trolls: Vard, king of all trolls, tied himself to the Stone Cauldron in life. Each time Skalmad uses the Cauldron, Vard inches closer to returning to life. Finally, with his second death, Skalmad provides the last push necessary to bring back the undead troll king. If Skalmad escaped at the end of Encounter W12, his return to the Cauldron also allows Vard to step through the veil of death and take possession of Skalmad’s body.

P2 Demon Queen's Enclave
Ghoul Eyebiter: The Ghoul King, Doresain, created ravening underlings called eyebiters to serve him in the White Kingdom.
Ghoul eyebiters are creations of Doresain, bred to spawn and support the Ghoul King’s undead legions.
Husk Spider: Drow despise undead spiders, seeing in them a perversion they can not tolerate. Enemies often capture living spiders and animate them with fell magic to enrage the drow and cause them to act rashly on the battlefield.
Zirithian: Once a warrior-knight of Lolth in service to Matron Urlvrain, Zirithian made a pact with Orcus and turned against his mistress. He earned a great boon from Orcus, transforming into a vampire with a few of the lesser powers.
Drow Battle Wight: ?
Balthrad, Abyssal Ghoul: ?
Rotting Hook Horror: ?
Drow Horde Ghoul: A group of undead led by an abyssal ghoul overran the slaver complex and killed its inhabitants. A few of these victims were transformed into ghouls by the abyssal power surging through Phaervorul, and now they work alongside the undead invaders.
Drow Battle Wight Commander: ?
Immolith: ?
Abyssal Ghoul: ?
Lareen, Vampire Lord: ?
Drow Vampire Spawn: ?
Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Wailing Ghost Banshee: ?
Bodak Reaver: ?
Undead: Deadhold was forged in eons past when Orcus seized an astral domain and slew its residents. The demon prince then raised the slain residents as the living dead and drew the realm into the Shadowfell where he could hide it and cultivate it for future use.
Zombie: The Sea of Rot is so named because it is filled with a seemingly endless legion of zombies. Mortal creatures offered as sacrifices to Orcus have their spirits reborn here as conscripts in the Shambling Horde.
Justice is dire and unforgiving in Hordethrone. Intruders are placed in steel cages that hang above this plaza and left to starve to death. Later, they are raised to take their place in the Shambling Horde as new conscripts in Orcus’s undead army.
Nightwalker: ?
Bodak Skulk: ?
Boneclaw Impaler: ?
Abyssal Ghoul Hungerer: ?
Bone Naga: ?
Slaughter Wight: ?
Zombie Tombwalker: ?
Arath Nightcaller: ?
Demonic Flameskull: ?
Giant Mummy: ?
Death Knight Human Fighter, Lord Carrion: ?
Lord Dust, Lich: ?
Abyssal Ghoul Devourer: ?
Vampire Spawn Bloodspiker: ?

P3 Assault on Nightwyrm Fortress
Undead: Normally the spirits of the dead travel first to the Shadow fell, using it as a conduit to their final destiny. Some are claimed by the gods and carried to divine dominions, while others join the Raven Queen. A few refuse to go gracefully and become undead.
Slaughter Wight: ?
Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Draconic Wraith: A draconic wraith forms from the vilest portion of a dragon’s soul, allowing such creatures to come into existence upon the dragon’s death.
A draconic wraith is the same sort of being as a humanoid wraith: a spirit infused with the necromantic essence of the Shadowfell.
Draconic wraiths can arise in a variety of ways. Some are spawned by the Shadowfell or through the use of powerful necromantic rituals, while others arise spontaneously from the corpse of the vilest, most evil of dragons.
Draconic Wraith Souleater: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals.
Draconic Wraith Soulbinder: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals.
Draconic Wraith Soulravager: Souleaters, soulravagers, and soulbinders are rare horrors said to have a common origin in the Shadowfell. They are the warped, stillborn hatchlings of a powerful shadow dragon named Urishtar, who fertilizes her eggs with the captured souls of hapless mortals.
Soulravagers are crazed draconic wraiths that have lost control of their limitless anger and now stalk the living and the dead to destroy whatever souls they find.
Boneclaw: ?
Bone Naga: ?
Abyssal Ghoul: ?
Xenro, Blackfire Dracolich: This large chamber is the lair of a discontented red dragon tricked into undeath by Magrathar’s servant, Porapherah.
Xenro was once a mighty red dragon who terrified and oppressed the land. Porapherah, playing to the creature’s vanity and thirst for power, convinced him to undergo the ritual that transformed him into a blackfire dracolich.
Porapherah, Nightwalker: ?
Nerothoth, Immolith Inferno: ?
Jakrob Vrin, Sage Ghost: ?
Willum Vrin, Sage Ghost: ?
Magrathar, Larva Mage: ?

Player's Option Heroes of Shadow
Volnath: Scholars on the subject claim the Far Realm touches creation from the outside, like a foul skin of stuff older than all knowing. The unwise seek its encompassing madness and alien nature in the depths of the night sky, especially in the dark between the stars. The Shadowfell's nighttime firmament is, as a vast void with few dim or flickering lights, the perfect place to seek the realm also called the Outside.
Volnath, a wizard of old Nerath, sought such learning from Telkon, his observatory in the world. He discovered ancient texts on shadow and the Outside, and he invited dark beings into his ritual chambers to give him counsel. Living shadows whispered to him during his observations, speaking of the power of shadow magic and the nearness of the Far Realm in the Shadowfell's sky.
The wizard, his sanity on the brink, summoned a shadowfall to take Telkon and the nearby village of Hadder into the Shadowfell. There, from instructions on ancient tablets and through the toil of the enslaved folk of Hadder, he remade the village and Telkon into a monumental arcane focus. Yolnath slew any who intruded in the area of his great work. He sacrificed numerous innocents and ultimately his own life for undead immortality.
Vampire: One vampire is usually the spawn of another, but more than one vampire has awakened with no clue as to his or her origin.
You are a monster, fated and infected by a vile curse that transformed you into a creature of nightmare.
Most of those who become vampires are victims of monstrous attacks, created by a callous hunter who drained them dry of blood and life force, then cast them aside. Others seek out this path from their own fear of infirmity and death, discovering the arcane rites and alchemical formulas that promise dark power. In some cases, a character finds h is or her vampirism invoked by an ancient family curse, or that he or she is a member of an extended clan of vampires who pass their blood down to those they deem worthy- whether by choice or not.
Vrylokas take up the path of the vampire by undertaking a variant of the blood ritual given to their kind by the Red Witch long ago, modified with the help of Vistani mystics.
Undead: Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits.
Servitude in Death power.
Shackles of the Grave power.
Acererak's Apotheosis power.
Shadow Skeleton: A shadow skeleton, formed from shadows and the bones of the dead, is adept at hitting enemies that don't take it as a serious threat.
Shadow Wraith: ?
Undead Soldier: ?
Revenant: Resilient souls returned from death to do the work of Fate.
Death usually represents the gateway to the afterlife or the end of a natural existence. Sometimes, however, death can be just the beginning. For some select individuals, the Raven Queen or another agency of death bars passage to the next stage of existence, turning a soul back toward the natural world. In such instances, fate has other plans.
A revenant arises not as an aimless corpse but as the embodiment of a lost soul given new purpose.
In all cases, a revenant purposefully returned to the natural world after succumbing to a cessation of lifc. Dead, but unable to find its way to whatever waits beyond death's dark gates, the once-living soul is reconstituted as a revenant.
The gods of death and fate often require agents in the natural world, and they don't always have enough exarchs or aspects to deal with all the work they seek to accomplish. For this reason, revenants are called into existence. However, the rules governing the gods and how they can intrude upon the natural world are often mysterious and seemingly contradictory to mere mortals. For this reason, it seems that revenants enter the world without clear directions or even full memories of the life they once lived.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen or some other agency of the afterlife.

Servitude in Death This prayer imbues its victims with deadly shadow magic, perverting their life force to your control when they are slain. Good clerics are circumspect in employing this prayer, since many faiths consider its use to be heresy.
Servitude in Death Cleric Attack 5
A dark wave of necrotic energy washes over your foe, draining its life and planting within it a seed of shadow magic that will seal its fate.
Daily + Divine, Implement, Necrotic, Shadow
Standard Action Ranged 5
Target: One enemy
Attack: Wisdom vs. Will
Hit: 2d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The first time the target dies before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), cannot heal, and takes a -2 penalty to all defenses.

Shackles of the Grave The Raven Queen claims dominion over death, but all clerics of shadow can exercise her power. In battle, this prayer allows you to demand atonement from every enemy that: falls before you. With heresy washed away by death's cleansing hand, your former foe becomes a docile servant.
Shackles of the Grave Cleric Attack 19
A blast of black energy washes over nearby creatures, marking their souls as your divine property.
Daily + Divine, Implement, Necrotic, Shadow, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs. Fortitude
Hit: 5d6 + Wisdom modifier necrotic damage.
Miss: Half damage.
Effect: The blast creates a zone that lasts until the end of the encounter. The first time any enemy dies in the zone before the end of the encounter, it rises at the start of its next turn as an undead creature allied with you and your allies. Until it dies again, the creature is dominated by you. It has 1 hit point (the creature takes no damage from an attack that misses), no healing surges, and a -1 penalty to all defenses.

Acererak's Apotheosis Acererak is the most famous of those wizards whose long focus on death culminated in immortality as a lich. Few wizards have the courage to complete similar unholy rituals, but necromancers have learned the value that such a transformation provides, even if it lasts only minutes at a time.
Acererak's Apotheosis Wizard Utility 22
You become a vision of death as you infuse your body with shadow-your flesh draws back to the bone, and fiery blue pinpricks burn in your now-empty eye sockets.
Daily + Arcane, Necromancy, Shadow
Minor Action Personal
Requirement: You must have at least one healing surge.
Effect: You lose a healing surge and gain temporary hit points equal to your healing surge value. Until the end of the encounter, you are undead, and you gain the following benefits.
[*]Darkvision
[*]Immunity to disease and poison
[*]Necrotic resistance equal to 1 0 + one-half your level

Player's Option Heroes of the Elemental Chaos
Atropal: Atropus, The World Born Dead, A vast primordial of undeath, spawner of the atropals.

Revenge of the Giants
Argent Haunt Ghost: ?
Champion Wight: ?
Ghost Worg Packmate: ?
Boneclaw: ?
Skeletal Arcane Guardian: ?
Bone Naga: ?
Demonic Flameskull: ?
Sword Wraith: Any humanoid killed by a sword wraith rises as a free willed sword wraith at the start of its creator's next turn. Appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Spectral Servant: ?
Lich, Acererark: If Acererak is defeated, his body disappears. He rises in 1d10 days as a lich, thus starting Acererak's path to ultimate darkness and evil.
Frost Giant Boneclaw: ?
Frost Giant Sword Wraith: ?
Frost Giant Abyssal Ghoul: ?
Frost Giant Bodak Reaver, Jarl Hargaad: When the giants first landed on the Frost Spire, they looted many of the tombs they found here. They left this cave alone. Jarl Hargaad rests here, though the looting of his vassals' burial grounds has awoken him from his eternal slumber. He has risen as a bodak.
Bone Naga Arcanist, Marrow: ?
Slaughter Wight: ?
Haunted Armor Animus, Fiendish Armor Animus: ?

Seekers of the Ashen Crown
Deathgaunt: Xoriat's insanity lives on through the ages in the bodies of those the daelkyr slew long ago. Such are the deathgaunts.
On the great battlefields of the Daelkyr War, countless goblins and orcs perished. In some such places, the taint of Xoriat and the shadow of Mabar seeped into the blood and bones of the fallen, raising them as creatures of death and madness.
Deathgaunt Madcaster: ?
Deathgaunt Lasher: ?
Deathgaunt Spiner: ?
Deathgaunt Drover: ?
Deathgaunt Hordeling: ?
Dreadclaw: Karrnathi traditions and those of the Skull born of Aerenal have mixed under the purview of the Emerald Claw. Claw necromancers raise dread claws by treating living humanoids with a toxin that reacts to a necromantic catalyst. The toxin kills the humanoid and prepares it for a dark ritual.
Dreadclaw Darkliege: ?
Dreadcalw Reaver: ?
Ancient Tomb Mote: ?
Sodden Corruption Corpse: ?
Grave Drake: ?
Bloodblade Hobgoblin Skeleton: ?
Hobgoblin Specter: ?
Hobgoblin Wight: ?
Bonepile Hobgoblin Skeleton: ?
Ashurta, Hobgoblin Wight: ?
Chainfighter Wight: ?
Hobgoblin Soldier Zombie: ?
Skullborn Deathlok Wight: ?
Skullborn Rotwing Zombie: ?
Skullborn Zombie: ?
Hobgoblin Shadow Skeleton: ?
Hobgoblin Skeleton: ?
Decrepit Goblin Skeleton: ?
Force Specter: ?
Wraith: Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator's next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Goblin Phantom: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area.
Goblin Ghost Boss: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area.
Goblin Flame Vent Haunt: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber.
Goblin Fire Phantom: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber.
Chib Naresaar, Bladebearer Zombie: ?
Hobgoblin Zombie: ?
Goblin Zombie Archer: ?
Zombie Rotter: ?
Filching Wraith: ?
Yeraa, Dreadclaw Darkliege: ?
Goblin Dreadclaw Reaver: ?
Kruthik Young Zombie: ?
Weak Kruthik Zombie: ?
Shadowskull: ?
Gydd Nephret, Dreadclaw Soulbound: ?
Skullborn Ghoul: ?
Skullborn Zombie Husk: ?

The Book of Vile Darkness
Decrepit Skeleton: Melting Fury disease.
Death Mold Zombie: A Small or Medium target dropped below 1 hit point by a death mold's attack dies and immediately becomes a death mold zombie.
Rot Grub Zombie: ?
Moilian Dead: The citizens of Moil did not survive their eternal slumber, yet the sinister energies suffusing the dark lands have infused their corpses with terrible power. Now all sorts of undead roam the city, including zombies, ghouls, wraiths, and specters. The city’s heritage combined with the intense unholy atmosphere gives these undead unusual and deadly capabilities.
The Moilian dead theme is available only to undead creatures and benefits creatures of any role.
Fallen Angel of Death: Nerull’s angels carried plagues and death to the natural world. It was their task to harvest souls and bring them to their master. After the Raven Queen defeated the god and stole his power, the fallen angels of death fled to the Shadowfell’s darkest corners, and over the centuries the constant exposure to necrotic energies perverted their life force.
Skeletal Warrior: Girdle of Skulls magic item.

Melting Fury
This fearsome disease is quite rare since it spreads by handling undead flesh, an act few have occasion or inclination to perform. The disease, infused as it is with shadow energy, causes flesh to rot and organs to melt until only stained bones remain. The exposed skeleton soon animates and wanders about until destroyed.
Not all undead flesh carries this disease, but it is common to creatures associated with Kyuss, the Worm that Walks. When a creature touches or ingests the flesh, the disease attacks the creature: disease’s level +3 vs. Fortitude. On a hit, the creature contracts melting fury (stage 1).
Melting Fury Variable Level Disease
As the disease progresses, your flesh becomes wet and slimy. Any pressure at all causes your flesh to tear and blood and filth to spill forth.
Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target has vulnerable 5 to all damage.
Stage 2: While affected by stage 2, the target has vulnerable 10 to all damage, and when the target takes damage from an attack that lacks a damage type, each creature adjacent to the target is exposed to the disease. At the end of the encounter, an exposed creature must make a saving throw. On a failed saving throw, the target contracts melting fury (stage 1).
Stage 3: The target dies as the flesh melts away into a fetid pool. After 24 hours, the remains animate to become a decrepit skeleton.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
Lower than Easy DC: The stage of the disease increases by 1.
Easy DC: No change.
Moderate DC: The stage of the disease decreases by 1.

Girdle of Skulls
The skulls adorning this belt can create undead servants to protect you in battle.
Girdle of Skulls Level 12 Rare
By plucking a skull from the belt, you can call forth a skeleton to do your bidding.
Waist Slot 17,000 gp
Property
The girdle starts with four charges. When you take an extended rest, the item regains one charge.
Utility Power 􀀩 Daily (No Action)
Trigger: You reduce a creature to 0 hit points or fewer.
Effect: The girdle gains a charge (maximum of four).
Utility Power (Summoning) 􀀩 Encounter (Minor Action)
Requirement: The girdle must have at least one charge.
Effect: Expend a charge. You summon a skeletal warrior in an unoccupied space within 5 squares of you. The skeletal warrior is an ally to you but not to your allies, and it lacks actions of its own. Instead, you spend actions to command it mentally, choosing from the actions in its description. You must have line of effect to the skeletal warrior to command it. You and it share knowledge but not senses.
When the skeletal warrior makes a check, you make the roll using your game statistics, not including any temporary bonuses or penalties.
The skeletal warrior lasts until it drops to 0 hit points, at which point you lose a healing surge (or hit points equal to your surge value if you have no surges left). Otherwise, it lasts until you dismiss it as a minor action or until the end of the encounter.

The Plane Above: Secrets of the Astral Sea
Wraith: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Specter: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Ghost: A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair.
Lich Vestige: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Illyram Brackz: ?
Abomination Malediction: The primordials originally created maledictions in the Dawn War by mixing the mental agonies of gods felled by psychic assault with elemental fury.
Vlaakith: Long ago, Vlaakith performed a ritual to transform herself into a lich, giving her an extended life span and making her the longest-reigning Vlaakith in the githyanki’s history.

The Plane Below: Secrets of the Elemental Chaos
Oblivion Wraith: Any humanoid killed by the oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain humanoid (using the Raise Dead ritual) does not destroy the spawned wraith.
Spirit Ooze: ?
Torhana, Spirit Vampire: ?
Undead: No demon lord claims this layer, the Plains of Rust, and the only inhabitants are mindlessly destructive. The essence of slain devils and demons became infused with the necrotic and acidic power of the buried swamp. This mixture gave rise to baleful corrupting undead.

The Shadowfell: Gloomwrought and Beyond
Undead: Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over the centuries, clerics of dark gods, cultists of Orcus, foul wizards, and greedy necromancers have created thousands upon thousands of undead monsters using heinous rituals.
Ghosts: Locals believe the ghosts on the Shattered Isles to be phantoms of those killed during the Sever, but no one is certain exactly where the creatures came from or why they remain. Those who speculate on their nature agree that hundreds of undead live on or around the islands.
Like other places in the Ghost Quarter, the Isle of Lost Thoughts has undead and monsters inhabiting its ruins. Ghosts here have the look of scholars, clothed in robes and sandals rather than in fine coats and footwear. These phantoms might be apparitions of teachers, or they could be psychic reflections of their environment.
Algagor, Undead Beholder Eye Tyrant: ?
Lord Nill, Nightwalker: ?
Nikolai, Charnel Brother: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire. The moment Grigori awoke, he tore his fangs into Nikolai’s throat, turning his younger brother into an undead creature like himself.
Grigori, Charnel Brother: Taking up the corpse, Nikolai voyaged to the Shadowfell, where he ritually raised Grigori as a vampire.
Shadow Stalker Vampire: ?
Feral Vampire: ?
Widow of the Walk: ?
Watchful Ghost: Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty.
Malicious Ghost: Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty.
Oblivion Wraith: When the wraith kills a humanoid. that humanoid becomes a wraith at the start of this wraith's next turn. The new wraith appears In the space where the humanoid died or In the nearest unoccupied square. and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.
Bodak Death Drinker: ?

Tomb of Horrors
Acererak: Eventually. his undead body wasted away. leaving him as a demilich-an animated skull-and still he prepared.
Undead: Due to Acererak's magic and influence, all the living fey from the Garden of Graves, including those that have traveled to the world, have the Acererak's Slave power.
Years ago, when Acererak set out to seize control of undeath, the fell energy of Moil made it the perfect base for his dark plans. Much of the city and its undead host fell under the demilich's control, and his experiments created new varieties of undead unknown outside the City that Waits.
The barrier between the world and the Shadowfell is thin around Skull City (part of the reason Acererak chose this location for his tomb). A creature slain within the city has a 50 percent chance of rising in 1d6 hours as an undead of the same level under your control. The undead must be destroyed before the slain creature can be raised.(The creature can be raised normally before it rises as an undead.)
Acererak's Slave power.
Boneclaw Daggerhand: ?
Shadowguard Sentry: ?
Firbolg Shell: The firbolg shell-the leathery skin of a firbolg with nothing contained within.
Dread Zombie Knight: ?
Tortured Vestige: The Tortured Vestige is an undead horror created from the tortured spirits of the folk of Moil as they rotted away, body and soul.
This creature is the Tortured Vestige-a legendary undead entity born from the destruction of Moil. After the city was hurled into the Shadowfell, its residents rotted away in both body and soul. Their spirits became the Tortured Vestige, which haunts Moil's shattered spires in search of new creatures to add to its unliving body.
Moilian Zombie: A character who dies anywhere in the city of Moil rises on his or her next turn as a Moilian zombie. Moilian zombies are all that remain of the common folk of Moil, because their souls were poisoned by the eternal darkness into which their city was cast.
The three bodies are Moilian zombies, risen from shadar-kai slain by the original guardians here.
Undead guarding this portal killed these shadar-kai, which then rose as Moilian zombies to attack their former allies.
Winter Wight: Acererak created the first winter Wights.
Wailing Ghost, Banshee: ?
Moilian Barrow: When one of Moil's towers collapsed into this neighboring spire, rubble crushed a number of Moilian undead. Their remains have assembled into a Moilian barrow-a mass that hungers for living prey.
Sword Wraith: Any humanoid killed by the sword wraith rises as a free-willed sword wraith at the start of its creator's next turn, appearing in the space where it died. or in the nearest unoccupied space if that space is occupied. Raising the slain creature (using a Raise Dead ritual) does not destroy the spawned wraith.
Nighthaunt Shrine: ?
Nighthaunt Whisperer: ?
Bodak Reaver: ?
Eldritch Phantom: ?
Ghost Tormentor: ?
Acererak Construct: ?
Skeleton Deathguard: ?
Zombie Ranger: ?
Dark Flameskull: ?
Slaughter Wight: ?
Wrath Spirit: ?
Shambling Mummy: ?
Moghadam: ?
Deathdrinker Skeleton: ?
Dread Skeletal Swarm: ?
Dread Zombie Slayer: ?
Zombie Mangler: ?
Vampire Lord Berserker: ?
Ancient Ghost: ?
Aspect of Vecna: ?
Undead Vecna Cultist: ?
Bone Collector: ?
Aspect of Nerull: ?
Acererak God-Golem: ?
Acererak and Eye of Vecna: ?

Acererak's Slave
Trigger: The fey creature drops to 0 hit points and is killed.
Effect (Immediate Reaction): The fey creature remains standing, and it gains the undead keyword and continues to fight until the end of its next turn.

Underdark
Undead: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Occasional supernatural storms drag surface ships down into the Deeps. slaying all aboard and trapping the crew in eternal unlife. These ghostly vessels haunt the Spire Sea, crewed by undead of all varieties.
When conditions are right on the oceans of the surface world, a supernatural storm known as a ghost gale materializes as if from nowhere. A ghost gale creates a whirlpool that can sweep a ship through a vortex down into the sunless seas of the Deeps. Frightened sailors taken by such storms frantically ply those black waters in search of a way home, but the time they spend raiding and fishing belies the fact that they no longer require sustenance or sleep. The ghost gale slays those it carries down to the Deeps, and these lightless seas become the site of a ghost crew's afterlife.
Few mortal creatures swim such strange currents, but undead abound. The waters contain the bodies and spirits of creatures of the Underdark connected to water in life and chained to it in death. The stygian waters claim any waterborne beings that died with bitter words on their lips, dark thoughts in their minds, or whose heart's last beat echoed cold.
The Unveiling is the prosaic name that incunabula give to their interrogation process. It is "final" because living creatures subject to the process die, while dead souls and undead are destroyed (but see below). The victim gives up every piece of information he or she possesses, no matter how minor or petty. The process involves a ritual not unlike the one used by incunabula to pass inherited wrappings to young incunabula. However, unlike in that ritual. the victims of the Unveiling have their organs drawn out and placed in jars. even as their bodies are shrouded in funerary wrappings. The brain is the final organ to be extracted; instead of being stored in a jar, it is eaten by the questioner. who gains the complete knowledge possessed by the victim. The questioner has 11 hours to choose among all knowledge so gained and record it on parchment before it all fades.
In some cases, creatures subject to the Unveiling rise as a variety of undead, depending on the skill and intent of the questioner.
As agents of Vecna, incunabula rely on a dark ritual called the Unveiling to scour the memory of a recently slain corpse. Corpses corrupted by this ritual animate as skeletal undead wrapped in strands of linen.
Ghost: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Wraith: Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition.
Bodak: Nightwalkers lurk in the Shadowdark. as do the bodaks they create.
Battle Wight: ?
Zombie Hulk: ?
Incunabulum Agent: Incunabula use the Unveiling ritual to draw out all vestiges of knowledge and secrets within a creature's memory, and also to create loyal undead servants or allies.
Demon of Esarham: When the Abyss brought itself into being. it created the first demons by corrupting primordials. Thus did Orcus, Demogorgon. and Baphomet come into existence. In turn, these early demon princes replicated their own corruption, fashioning their first demonic servants from mortal creatures. They would later master the crafting of more durable servants from the tumult of the Abyss, ensuring that the demons' essence would return to that realm upon their deaths. In the earliest days, that art was beyond their skill. Consequently, the first demons were mortal, with souls that existed after the death of their physical forms. These souls passed into the ShadowfeIl, but without any god to claim them, their numbers began to accumulate beyond control. Horrific battles occurred. and the entire plane risked becoming an extension of the Abyss.
Ugalga, King of Esharm: In life, Ugalga was perhaps the most destructive and evil of all the mortal demons.
Worm Bridge: The bridge is crafted from the corpse of a purple worm whose long body forms a tunnel through the water to reach the other side.

Undermountain: Halaster's Lost Apprentice
Corruption Corpse: ?
Lifedrinker Specter: ?
Wisp Wraith: ?
Zombie: ?
Blazing Skeleton: ?
Witherling: ?
Skeleton: ?
Tomb Mote: ?

Vor Rukoth
Undol Half-Ogre: ?
Arcanian: When they reached the lolfura estate, the family's members unleashed a storm of elemental ice and fire. Although it slew their enemies, it consumed the nobles as well. Death was not the end, though-they soon arose as arcanians, undead cursed to constantly burn and freeze.

War of Everlasting Darkness
Matharic, Wraith: ?
Barren Lands Apparitions: ?

Web of the Spider Queen
Decrepit Skeleton: She carries an ancestor clasp-a magic item developed in Zadzifeirryn that raises fallen drow as undead slaves.
After the totemist speaks, she immediately activates her ancestor clasp as a free action, causing the opal to fall from the center of her silver necklace to the ground. lt shatters to release a cloud of white mist that expands to fill the room, causing skeletons to awaken in each of the upper areas' eight coffins.

Wizards Presents Worlds and Monsters
Undead: The Shadowfell is the twisted reflection of the world, formed of dark creation-stuff hurled aside by the primordials as they created existence. It encompasses the realm of the dead, and its necrotic energy animates the undead.
Death isn’t always the end, even for creatures that have no great destiny. Aspects that make up living creatures interact to create many possibilities for continued existence, or at least the appearance of it. Through various machinations of fate or intent, a creature can remain in the world after its death as a plague on the living—or something more.
Sentient living creatures have a body and a soul, which is the consciousness that exists in and departs from the body when it perishes. A third element also exists: the animus, an intangible bridge between body and soul that is born and that exists with the physical form. It provides vitality and mobility for the creature, and unlike the soul, it usually remains with the body after death.
If given enough power, the animus can rouse the body in the absence of a soul. It might even be able to function without the body. Such power can come from necromantic magic, another corrupting supernatural inf luence at the place of death or interment, or the connection of the Shadowfell to a locale. Strong desires, beliefs, or emotions on the part of the deceased can also tap the magic of the world to give the animus power.
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough power to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the capabilities they had in life.
The source of this necrotic energy is most often the Shadowfell. Its shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromancy. Or it can be siphoned into areas strongly associated with death, pooling there.
Like living beings, some undead still have their souls. Rituals allow this sort of transformation. A potent destiny or a mighty will sometimes enables (or forces) a creature to transcend death.
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. Similar creatures could be created in different circumstances.
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways.
But the bold need to understand that death is not in itself evil, and that undeath takes as many forms as the dying that precedes it.
Death touches every corner of the D&D cosmos. Even the so-called immortals aren’t immune to its icy grasp. Where death can reach, so too can undeath.
The animus is the seat of animalistic desires and survival instincts, and when coupled with shadow power in the body, it can engage in inhuman behavior.
Shadow, necromancy, strong desires, and corruption can empower the animus to rouse a corpse.
Wraith: Even the dreaded wraith is simply an animus, deeply corrupted and infused with strong necrotic energy.
Ghost: Sentient ghosts are the most common of the undead that manage to retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance.
Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant.
Death Knight: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Lich: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Mummy: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Vampire: Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form.
Ghoul: Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways.
Revenant: Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant.
Shadow: Every shadar-kai knows that to give in to the ennui of the Shadowfell is to face physical disintegration and nothingness. Those who succumb fade permanently into darkness, their soul taken by the Raven Queen while their animus remains as an undead shadow.

Dragon Magazine 4e
Dragon 364
Kahlir Husk: Created through the torturous draining of their once-living blood, Kahlir husks seek to recover what they lost.
Kahlir Vampire: ?
Elder Arantham: Elder Arantham’s notoriety began when he set out to uncover a copy of the ancient ritual that transforms apostate priests into foul undead creatures called huecuvas—not to punish, but to voluntarily subject agreement to the vile transformation. In a ceremony witnessed by his fellow cultists, Arantham shed the last of his humanity—and, as he proclaimed, “the last lingering stench of my prior misguided beliefs.”
Shambling Zombie: As his cult grew, the foul huecuva returned to the temple of Bahamut where he once served. There, in a bloodbath of mythic proportions, he not only massacred the entire priesthood but also raised them as shambling zombies, whom he then set loose upon the surrounding city.
Holchweir, Undead Glabrezu Exarch of Orcus: ?
Mauglurien, The Black Knight, Death Knight Dwarf Warlord: ?
Huecuva: Huecuvas are foul undead that are created by an ancient divine curse. Originally intended as punishment for a priest who horribly violates his vows and responsibilities, the rite is occasionally used by evil churches as a means of empowering their clerics.
Ashgaunt: Ashgaunts are recent creations of the Ashen Covenant.
These foul creatures were created by a faction of Orcus-worshipers called the Ashen Covenant, some of whom are focused on finding new ways to spread undeath.
Zombie Rotter: Ashgaunt's Wake the Dead power.
Flameharrow: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman.

Wake the Dead0; target up to 4 destroyed undead creatures reduced to 0 hit points within range; the targets become zombie rotters (see Monster Manual 274), which fight on the behest of the ashguant until the end of the encounter or 5 minutes, whichever comes first. The zombie rotters rise as a free action, and act after the ashgaunt in the initiative order.

Dragon 367
Janus Gull, Esme, Tormenting Ghost:
Keener, Warforged Banshee, Wailing Ghost: Keener, a ranger, was Janus Gull’s sole warforged resident at the time of the catastrophe. Keener was killed by a savage lightning strike at the height of the storm.

Ghoul: ?
Ghost: The ghosts that haunt Janus Gull are those unfortunate souls who were killed during the storm, but whose souls did not escape before the demiplane was created.
Phantom Warrior: ?
Trap Haunt: ?
Undead: ?
Mummy Lord: ?

Dragon 368
Ivania: ?
The Ghoul: ?
Nephigor: When the black winds howled about Harrack Unarth, Nephigor was in the city’s grand library, seeking a means of prolonging his time out of the Nine Hells. He got more than he bargained for. Devils are not supposed to have ghosts. Their deaths are impermanent things that cast them back to the fiery pit to regain bodies. Yet when the howling winds shattered the library, Nephigor slid into darkness greater than any he had known. The chain devil “awoke” in the Broken Library. His body transparent, his form intangible—if Nephigor is not a ghost, he cannot fathom what else he might be.

Dragon 369
Perditazu, Maze Demon: THESE FIENDS TAKE SHAPE FROM CAPTURED SOULS of mortals who died while trapped in the Endless Maze.
Called maze demons, these fiends are the vestiges of those demons and mortals who became lost in the Endless Maze and never found their way out. Driven mad, they live on in an accursed state, seeking to possess their victims and reduce them to their same state.
Ghoul: Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors.
Undead: Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors.

Dragon 371
Undead: From undead spawned by his dread rituals to the descendants of those adventurers who died in the tomb, Acererak and his legend have shaped and altered countless lives.
The Shadowfell bleeds into the mortal world where Skull City stands, but the influence is not the chilling pall normally associated with such regions. Instead a conduit to a region of Darklands is not far from the City That Waits. The Darklands’ influence spills through the planar barriers, staining the mortal world with its corrupting influence, and thus Skull City and those who die here often rise as undead.
Disciple of the Devourer: ?
Mistress Ferranifer: ?
Devourer's Spawn: Horrid necromantic leavings infused with dread energy, Devourer’s spawn are wretched things, driven by an insatiable hunger for living flesh.
Devourer’s spawn are bits of organ, tissue, and rotten flesh collected and awakened into a bestial awareness.
Glistening Heap: ?
Festering Morass: Spawn grow and evolve by adding organs and blood that they rip and drink from still-living victims. In time, the loosed bits coalesce into a vaguely humanoid-shaped bag of blood and meat known as a festering morass.
Shadow Sentinel: Those sacrificed in Acererak’s name find no peace in death because the Devourer is aptly named. Consumed by the powerful lich, their essence reformed and twisted into new shapes, they serve the dark one for eternity.
Shadow Watcher: ?
Shadow Guard: ?
Moilian Dead: For all their selfish cruelty, excess sickened the Moilians, and little by little, Orcus’s hold weakened as they searched for a more wholesome power to find redemption for their evil ways. No matter their efforts or improved intentions, the demon prince’s grip was too tight and when the people refused to make sacrifices in his name, his anger was unleashed. It took form in a terrible curse, causing the Moilians to fall into a deep sleep. As they slept, Orcus seized the city and flung it into the deepest regions of the Shadowfell, where it was believed that they would succumb to the fell energy there and serve him more loyally in undeath.
As expected, the Moilians died out and awoke as free-willed undead, drifting aimlessly through their now frozen city.
Orcus laid a heavy curse on the Moilians—a curse they must bear still.
Moilian dead are the undead remains of those who lived in the City That Waits.
Blackfire Creeper: Chosen guardians created from exemplary Moilian dead, the blackfire creepers patrol the City That Waits to dispatch any interlopers they find.
Blackfire creepers are advanced undead remade by Acererak the Devourer.
Charnel Zombie: THE SAME PROCESSES THAT GIVE RISE TO GREAT CITIES and monuments invariably also sire throngs of poor, hungry, and unwanted souls barely surviving from day to day. Uncared for in life, these unfortunates receive little better in death. Thrown into burial pits or stacked in mass graves, they are quickly disposed of and forgotten even faster. Not even this pitiful eternal rest is secure, for such a wealth of uncared for remains is a prime target for necromancers and their ilk.
Charnel zombies bear the marks of their former poverty even into undeath. Their bodies are thin and malnourished from constant near starvation. What clothing was not scavenged by other destitute homeless is tattered and worn beyond possible use. Broken and crushed body parts attest that these corpses were dumped into a packed mass grave with little thought given for propriety or the state of the bodies. Their bodies and spirits broken even before being animated as zombies, they seem especially pathetic and vacant.
Zombie Grave Digger: Often made from the remains of failed, living grave robbers, zombie grave diggers are dressed in dark-colored work attire, complete with a myriad of hammers, spades, pries, and other accoutrements of their profession.
Corpse of Despair: DESPAIR CAN BE A POWERFUL EMOTION—one capable of overwhelming otherwise ordinary beings and driving them to normally unthinkable acts. Those who succumb to utter hopelessness and end their own lives at the bleakest point of their depression leave a powerful
impression upon their physical remains that can be exploited by necromantic ritual to create a particular type of undead: a corpse of despair.
The body animated as a corpse of despair could have hailed from any walk of life, since loss, pain, and despair can darken even the most opulent and powerful lives. However, certain similarities are borne by all. Their faces are masks of anguish and froze at the moment they ended their own existence. Marks of this suicide are still visible upon the zombie; slit wrists, signs of poisoning, and broken necks still bearing nooses are all common.
Lasher Zombie: DESPITE THE PROGRESS AND EXPANSION OF CIVILIZATION, countless unfortunate souls continue to live with the cruel pangs of hunger. Poverty, famine, disaster, and war all contribute to the tally of lives stolen away by starvation. Its victims suffer horribly as they wither away to pitiful, skeletal caricatures of themselves before finally succumbing. The final, agonizing hunger these poor creatures experience can be imprinted on the corpse they leave behind—a terrible need that lacks only the dark energy of necromancy to rise and gorge itself on an endless feast of warm blood and quivering flesh. Twisted rituals animate and bind these travesties to the will of their creator, who employs them as disturbingly effective guardians or terror weapons.
Shambling Nexus: UNDEAD IN GENERAL ARE NOTORIOUSLY VULNERABLE to attacks that employ radiant energy, and zombies, although cheap and easy to animate, are often cumbersome and slow to react on the battlefield. Such problems have long been the bane of aspiring necromantic overlords and have spelled defeat for countless undead, both servant and master. Created to nullify these weaknesses, a shambling nexus is the product of unspeakable rituals that bind enormous quantities of raw, dark energy into a fleshy shell.
Flayed Crawler: CREATED TO BE VICIOUS TRACKERS AND ASSASSINS for their necromantic overlords, flayed crawlers are abhorrent abominations animated from the remains of victims sadistically tortured to death. The terrors inflicted upon the poor souls are so extreme that it leaves even their animated corpses unhinged and prone to violent, psychotic outbursts.
Plague Fogger: MANY VIRULENT AND DESTRUCTIVE DISEASES trouble the world, but a dreadful few belong to a category all their own. These plagues can devastate a region, leaving bloated and twisted corpses littering the streets and fields of the blighted area. Such corpses are rife with lethal pestilence and can, through either spontaneous accumulation of fell energy or deliberate action, rise as undead capable of calling on that power.
Slavering Maw: ONLY THE MOST POWER-HUNGRY, OVERLY CONFIDENT INSANE PERSON would construct an abomination known as a slavering maw. Dozens of corpses must be raised through necromantic rituals to serve as obscene construction material. The creature is then given form by stitching together the writhing and thrashing muscle, skin, sinew, and bone of its still animate donor zombies. Rusted iron and rotted wooden scraps are crudely nailed to its flesh and frame to help support its terrible mass. A final, unspeakable ritual fuses the disparate zombies into a single, horrific whole that is far more powerful than its component parts.
Vecna: ?
Acererak: And from lich, Acererak went on, not to godhood, but to become the game’s first demilich—in many ways, a far more dangerous creature, the final vestige of a once all-powerful lich.
Ages past, a human magic-user/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich, Acererak. Over the scores of years which followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the Tomb is. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages.

Dragon 372
Undead: Most undead, they say, exist as a result of the continued functioning of the animus. The soul—the element that makes one an individual—is gone.
Animate Dead power.
Skelmur the Stalker: ?

Animate Dead Wizard Attack 9
You flood a fallen foe’s animus with shadow, imbuing it with arcane strength.
Daily ✦ Arcane, Implement, Necrotic, Summoning
Minor Action Ranged 10
Target: One dead enemy
Effect: You summon the animated corpse of one of your fallen enemies in an unoccupied square within range. The summoned creature is the same size as the target, has a reach equal to the target’s reach, and has speed 6. It gains a +2 bonus to AC, a +2 bonus to Fortitude, and the undead keyword. You can give the animated creature the following special commands.
✦ Standard Action: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage.
✦ Opportunity Attack: Targets one enemy in reach; Intelligence vs. Reflex; 1d10 + Intelligence modifier necrotic damage.

Dragon 374
Deva Disincarnate: ?
Mournwind: Sharaea never meant to harm her sisters, but when she finally cast her soul into the unknown, it took a terrible toll on the surviving Daughters of Delight. The Prince of Frost drew the sisters to him, and his bitterness and malice shaped them. In their grief and under the sway of the Pale Prince, they wasted away, becoming wraithlike spirits of the winter wind.
Soulsorrow: Sharaea never meant to harm her sisters, but when she finally cast her soul into the unknown, it took a terrible toll on the surviving Daughters of Delight. The Prince of Frost drew the sisters to him, and his bitterness and malice shaped them. In their grief and under the sway of the Pale Prince, they wasted away, becoming wraithlike spirits of the winter wind.
Mournwind Courtier: ?
Soulsorrow Courtier: ?

Dragon 375
Ghost of Graefmotte: Durven Graef’s murdered son did not rest easy in death. After he died, his corpse lay unburied on the floor of chambers no one dared enter until the domain shifted to the Shadowfell. After that, the body vanished when the ghost appeared, and no one knows where Geoffrey's bones now lie...
Gnoll Scavenger: ?
Griefmote: When an innocent dies, sometimes a spirit fragment survives the soul’s migration from the flesh to the Shadowfell. These fragments preserve the victim’s final suffering.
Griefmote Cloud: ?
Ghoul: Like others in the village, Martha and Guy are not what they seem. Having buried their son when he starved to death, the pair gave their souls to Orcus for the promise of food. The innkeepers are the secret source of ghouls and they perform dread rituals on villagers to complete the transformation from cannibal to undead horror.
Prince of Bone: Everything was altered, however, when the Blue Breath of Change came. The portion of the ruined fortress where the expedition was encamped was particularly thick with magic. More unfortunately for the explorers, an arm of the change storm flew directly across them. The resulting conflagration burned many of the expeditioneers to nothingness and killed many more. A few were killed and reanimated simultaneously. Of these, one was plaguechanged.
When Prince Nathur’s senses returned, things were not as they had been. Nathur viewed the world through multiple, fused skulls. His body had become an amalgam of skeletons twisted and fused together to create a shape not unlike a winged dragon but composed of the compacted bones and corpses of perhaps a hundred former courtiers, guards, and servants.

Dragon 376
Revenant: Most of the time, death is the end of the story, but sometimes it’s another beginning. A revenant arises not as an aimless corpse of a life lost but as the embodiment of a lost soul given new purpose. Such a creature walks in two worlds. Though the revenant moves among the throngs of the living, it has a phantom life—a puppet mockery of the existence its soul once knew. The revenant is an echo haunted by the memory of itself.
Resilient souls returned from death to do the work of fate.
Revenants are souls of the dead returned to a semblance of life by the Raven Queen, but they do not appear as undead horrors or even anything like their former selves. When the Raven Queen reincarnates souls, they exist as her special creations, and they have the bodies of her choosing and creation.
Something else hounds your thoughts as you strike out into an eerily familiar world: The dead don’t come back to life by accident. Someone did this to you, and whoever that was had a reason.
Sometimes, the dead one begs to be returned to the world, and the Raven Queen listens for her own reasons.
Each revenant arises in the world only by the will of the Raven Queen. She—or someone she has made a bargain with—has a specific purpose in mind for each soul she returns to the world.
If the Raven Queen commanded the soul’s return for her own reasons, the revenant might play an important part in the future the Raven Queen foresees. The Raven Queen might send a soul to bring someone or something to the death it has avoided, and the character might have been chosen because of past ties to the target. Perhaps the character’s death was somehow wrong, and the Raven Queen reincarnated the soul as a revenant to set right the weave of fate.
If another power made a bargain with the Raven Queen, the possibilities are endless. Most deities could simply choose to raise a loyal follower to live again, so if a being of such power resorted to bargaining with the Raven Queen, there must be a reason. Perhaps a god wants more of the follower’s service, but there is something the deity wants even his most devout servant to forget. Perhaps the new lease on life is intended only as a temporary reprieve wherein the revenant must make up for some mistake made in life. A power might even want to return another deity’s follower to life for a purpose hidden from the other gods.
The reason could also be the desire of a being weaker than a true deity. Maybe an exarch raises a soul despite a deity’s wishes. Perhaps a devil or archfey has a claim on the soul of a mortal and it seeks to get what it paid for in some bargain the person made in life. A mortal might gain audience with the Raven Queen to plead the case of a deceased friend or enemy. The mortal’s aims might be altruistic, selfish, or wicked, sweeping the revenant up in a saga of great glory or terrible woe. Sometimes, the dead one begs to be returned to the world, and the Raven Queen listens for her own reasons.
This article presumes the Raven Queen put the PC revenant back in the world, or maybe she did so on behalf of some other power. A soul might even have accepted its quest from a deity directly, knowing it would lose most memories when reincarnated. It could be, however, that no power but the PC’s will returns the character from death.
Maybe some powerful patron, such as a demon lord or archfey, stole the PC’s soul and placed the PC in the world as a revenant to do its bidding. The PC might be doing the work of a prince of the Hells in order to win back a soul lost in a bad bargain. Maybe a mortal raised the PC as a hero of old and hopes the PC will do some great deed. A ritual to raise the dead might even go wrong, returning the PC to a half-life, and now the character walks the world with one foot in the grave.
A revenant need not be dead recently. The Raven Queen or another patron might recall any soul not at its final destination. A soul might be returned to the world seconds or centuries after death, but the most potential for storytelling and roleplaying might lie a generation or two later. Then revenants can see the effects of the former life, have memories of places that aren’t quite the same, meet the descendants of remembered friends, and confront old foes who might have mended their ways.
So the whole party bought the farm in that encounter last week? Maybe they all come back as revenants to take revenge.
The revenant is an undead creature who could have been of any other race in life but returns after death as a revenant with a new life and a new purpose.

Dragon 377
Vlaakith CLVII, Lich-Queen: Not long into her reign, she performed the Lich Transformation ritual, but her undead state did little to quell her growing paranoia.
Beholder Eternal Tyrant Essence: After a powerful beholder (usually an ultimate tyrant) dies, its story might not end just yet. The most learned of these creatures can, through sheer force of will, retain their independence and power and create new bodies for themselves. These creatures are known as eternal tyrants, since they pursue immortality and rulership over as many creatures as they can.
Mentally powerful beholder ultimate tyrants cling to their intellect tenaciously. In fact, some can sustain psychic shells of themselves after death. When an ultimate tyrant’s soul reaches the Shadowfell, it can use the power of its mind to sever itself from the cycle of death. Such creatures are known as beholder eternal tyrants, and they create new construct bodies for themselves. Doing so can take centuries, and if a beholder could ever complete its body, it would be nearly indestructible.

Dragon 378
Arantor: Long ago, when the dragonborn empire of Arkhosia warred with that of devil-tainted Bael Turath for dominion of the world, the dragonborn of Arkhosia forged pacts with dragons to aid their war effort. One such was Arantor, a silver dragon who felt that aiding the empire against the devilry of Bael Turath was a glorious and fitting endeavor for one of his power. During his service, Arantor was tasked with the destruction of a remote Turathi military outpost almost hidden within thick tropical rain forest. Its remote location and jungle surroundings ruled out ground-based reinforcements. Accompanied by his daughter and protégé Imrissa, he took wing and prepared for a swift and brutal surprise assault to eliminate the threat.
They attacked by night, diving out of a torrential downpour and raking the camp with their freezing breath while smashing tents and crude buildings asunder with tail, wing, and claw. In that first furious assault, they slaughtered scores with surprisingly little resistance. Only after the first pass did they discover, to their horror, that the tents below harbored not the battle-hardened legions of Bael Turath but civilian refugees: families, elderly, infirm, and wounded. Imrissa and Arantor broke off the attack immediately and retreated to the security of the storm clouds. Weighed down by the innocent blood they had spilled, Imrissa proposed that they return to Arkhosia immediately to report the terrible mistake. Arantor, concerned with the damage such a massacre would cause to his reputation, declared that they would inform no one of the night’s events. Their argument over a course of action grew long and heated as lightning crashed around them until irrevocable words were uttered and Imrissa, disgusted with her sire, turned to head back and report the truth whatever the consequences. In a blind fit of rage, Arantor attacked. The battle was swift and vicious. Imrissa was no match for her elder; soon her broken body plummeted through the raging storm and was lost to the jungle below.
With rage, grief, and self-loathing coursing through him like molten steel, Arantor turned to the valley below. No one could bear witness to his shame; no one could be left to tell the tale of this . . . mistake. Methodically, mercilessly, he hunted down and butchered every last refugee, leaving nearly two thousand silent corpses in his wake.
He fled the valley, but could not return to Arkhosia. Instead he vanished into the wild places of the world, surfacing from time to time as the war progressed to launch ruthless attacks on Turathi targets, military and civilian alike. Each time the slaughter was complete; Arantor left no survivors. The carnage continued until a team of Turathi dragonslayers tracked him to ground and destroyed him.
Arantor awoke, whole and seemingly healthy, in the Shadowfell as the dark lord of his own personal domain of dread: a twisted reflection of the jungle valley, complete with fortress and refugee camp, where his shame was born. As the years slipped by and he exhausted every avenue of escape he could conceive, Arantor became aware that he still aged as he would have in the mortal realm. He consigned himself to waiting out his considerable life span, hoping that his purgatory would end and he would be allowed peace upon his death. This was not to be. As his body died, his consciousness remained trapped within his decaying form, animating it as an undead prison to last throughout eternity. As his flesh began to rot away, he became aware that where his heart should have been rested the skeleton of another silver dragon: the daughter he turned upon and murdered. When the last scrap of withered skin sloughed off, it stirred and began to ceaselessly whisper the names of the innocents Arantor had slain over the years.
Gwenth, Vampire: ?
Rolain, Vampire: ?
Undead: The Undying Court is full of members who have become undead. The form they practice doesn’t use the perverse magic that creates most evil undead. To these elves, undeath is a means for ancestors to share their wisdom with future generations, not a selfish means of prolonging life.
Though many of the faith’s followers are unaware of this, the Blood of Vol’s true rulers draw on the power of undeath. Lady Vol and many members of the clergy master rituals and other methods of attaining eternal life through dark magic.

Dragon 380
Undead: Priests assure their flocks that those who live upstanding and virtuous lives find that what happens after their deaths is free from danger, but their words ring hollow. Not even they know if what they say is true or not. Indeed, many perils await the dead. Dark, hungry things wait in shadows, luring unwary travelers to their dooms, where they are used, twisted, or corrupted into frightful undead horrors.
Vengeful Dead power.

Vengeful Dead Invoker Utility 16
When your ally falls, you intone a dread word to bind its spirit to the flesh, causing the companion to rise again and fight on your behalf.
Daily ✦ Divine
Minor Action Ranged 10
Target: One dead ally
Effect: The target becomes an undead ally until the end of the encounter. The target regains hit points equal to its bloodied value and gains the undead keyword. It is slowed, immune to disease and poison, has resist 10 necrotic and vulnerable 5 radiant, and its melee attacks deal extra necrotic damage equal to your Wisdom modifier. The target is otherwise unchanged and can act normally. At the end of the encounter, the ally dies, but can be brought back to life with the Raise Dead ritual or similar means.

Dragon 382
Specter Familiar: ?
Tainted Zombie: The creatures here are undead tainted by foul magic.
Mage Wight: ?
Ghost: History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago. They are now ghosts consigned to wander Hammerfast’s streets until the end of days.
Ghosts still walk the streets, some of them orc warriors slain in the Bloodspears’ attack, others priests of Moradin or the necropolis’s doomed guardians, and even a few of them dwarves laid to rest here long ago.

Dragon 387
Ghast: When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity.
Rot Grub Zombie: a corpse reanimated into a dark parody of life… and acts as a carrier for the swarm of rot grubs it carries around inside it.
Shadow: They attacked living things in order to gain their life force, draining an opponent’s Strength merely by touching them; if an opponent ever fell to 0 Strength, he’d become a new shadow.
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 the spirit. When victims can no longer 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 Energy plane. Only a shadow of their former self remains on the Prime Material plane, and the transformation always renders the victim both terribly insane and undeniably evil.
Ghoul: Those slain by ghouls became new ghouls, further spreading undeath like some kind of disease or a game of all-in-tag.

Dragon 388
Orcus: Orcus once even rose as an undead, having been slaughtered somewhere during the 2nd Edition Blood War (a topic we’ll leave well alone for now), supposedly by a drow working for Lolth.

Dragon 391
Undead: The shadar-kai did not emerge from their transformation without a price. All possessed unique talents, strange powers, and a quickness and cleverness that could exceed human limitations, though from the start, the shadar-kai also endured a dangerous sadness, emptiness, and boredom that arose from a dampening of their sensations and emotions. Surrendering to the ennui meant oblivion and the creation of twisted undead horrors, so it is in every shadar-kai’s best interest to fight against the darkness within and triumph over it.

Dragon 393
Mourning Handmaiden: During the first years of the Lady’s exile, several handmaidens stayed with her, offering companionship and sympathy. As these handmaidens died, the Lady sustained them in undeath and sometimes sends these servants to aid her champions.
Spectral Protector: The knight who fell to Lolth’s treachery so long ago lingers as a watchful and protective spirit over his daughter. Although the knight vowed never to bear arms and don armor after his disgrace, he safeguards his offspring from harm by using the Feywild’s magic.
The Lady’s favor rewards you with a fragment of the knight’s essence to fight at your side.
Fallen Star Deva: A deva’s transformation into a creature of evil is a terrifying experience. Rather than hold the darkness at bay, the deva throws wide his or her arms to embrace it. The soul darkens, twisting and writhing, the countless lifetimes screaming and wailing in sorrow, nudging the deva closer to madness. When the deva is finally slain, it rises at once as a horrific undead monster until it is finally put down with purifying light.

Dragon 395
Vecna: As a mortal, Vecna proved willing to do things none of his contemporaries dared. He was the first to sacrifice his body to gain immortality as a lich.
Magical mastery enabled Vecna to secure temporal power, with the assistance of his companion Kas. At some point during his ascent, he created the Lich Transformation ritual, then became a lich, and finally authored the Book of Vile Darkness.
Lich: As a mortal, Vecna proved willing to do things none of his contemporaries dared. He was the first to sacrifice his body to gain immortality as a lich.
Magical mastery enabled Vecna to secure temporal power, with the assistance of his companion Kas. At some point during his ascent, he created the Lich Transformation ritual, then became a lich, and finally authored the Book of Vile Darkness.

Dragon 399
Karkothi Fell Skeleton: Fell skeletons are fearless bodyguards created in necromantic rituals.

Dragon 402
Vecna: “Nearly two millennia ago in a land known as the Flanaess, the name of the lich Vecna was sung by bards and cursed by clerics. How did he become a lich, and why did he seek to conquer the Flanaess? You may as well ask, ‘Why is the Shadowfell dark, Menodora?’ The cult of Vecna teaches that Vecna was cursed by gods who were jealous of his power. A monk who raves ceaselessly within his cell in a madhouse swore to me that Vecna confronted his own death and imprisoned it in a castle on the gray sands of an alien world, where it wails in eternal torment.
“As entertaining as these tales are, most sources agree that Vecna was a supremely talented wizard who became obsessed with overcoming death when his beloved mother died. He conquered villages in the Flanaess to use the townspeople as subjects for his necromantic experiments. After hundreds of failures Vecna devised a ritual that siphoned power from the planes to animate his lifeless body, giving him immortality as a lich. Imagine: all of those lives destroyed and a soul corrupted beyond saving, just because he missed his mother.
Kas: “Vecna used necromancy to extend Kas’s life, wishing to retain his trusted weapon as long as possible. When Kas’s mortal form had reached the point when even Vecna’s spells could sustain it no longer, the lich fashioned for him a fanged mask of silver, and channeled the energy of undeath into it. By wearing the silver mask and accepting its necromantic embrace, Kas willingly received the dark gift of vampirism.”
“You give me the evil eye? Perhaps you don’t believe me. Possibly you have heard that Kas became a vampire after his famous betrayal, as a result of being imprisoned in Vecna’s Citadel Cavitius, on an ash-covered world so cold that it freezes the very soul. That is what Vecna cultists quoting from the Scroll of Mauthereign would have you think, unwilling to admit that their lord so badly misplaced his trust twice. But is it so hard to believe that Vecna would choose to turn his most trusted warrior into a ‘lesser’ undead, in an attempt to satisfy Kas’s thirst for blood and ensure that he wouldn’t be tempted to steal the greater secrets of immortality?

Dragon 406
Dead Lord, Kaisharga, Lich: The mightiest of the city’s undead denizens, who were in life the council of high wizards who ruled Ur Draxa in Borys’s name, were transformed into kaisharga—what on other worlds are known as liches. Now calling themselves the Dead Lords, they pay homage to the Dragon and continue to rule in his name.

Dragon 415
Haunt of Phelhelra, Castle Gloom: The haunting that inhabits the Phelhelra is rumored to have been present for centuries, growing steadily stronger and “larger” as it widened its reach through the fortress. Other rumors claim it crept out of the “deep darkness beneath the mountains” or is the mad remains of the pasha’s vanished daughter Phelhele . . . but no rumor-offerer knows the truth.
Elminster knows rather more than Sarklan. To his eye, the haunt of Phelhelra is actually a rare, unnamed-in-written-lore form of undead akin to a caller in darkness, but of five or six times the size and strength of a typical one of that sort. Everything Sarklan says about fighting the creature is correct, and it is insubstantial and nigh transparent unless it wills itself to more visible and substantial shape—which it must do to drain life force, which requires direct contact (usually it “rushes through” a chosen victim) and is an act of will, not an automatic attack or property of contact.
A wizard who knows how—such as some Imaskari and more recent Halruaan mages, the former by experimentation and the latter by correctly interpreting and trying written Imaskari records—can embrace this form of undeath instead of lichdom. This sort of entity is anchored to a particular object or group of objects (in this case, Elminster guesses, specific magic items hidden by Veherak el Paeredrhal and not moved since), and so it remains in a particular place and can’t venture far, unless or until the item or items are moved.
Elminster advocates that since most of these undead are unique in their powers, each one be referred to according to where it lurks, so this one he calls “the Phelhelra.” Understanding that sages whose lives will never depend on the differences between specific hauntings created by this obscure process will inevitably desire a collective name for all such creatures, he suggests “castle gloom” or “tower gloom,” because although quite a few haunt and guard their own tombs, almost none of the places these undead are found are underground or unfortified.

Dragon 416
Count Strahd von Zarovich: “Now, young one, we must start with the so-called first vampire. You’re right to be skeptical of the title. He’s unlikely to have been the first vampire to walk the world. On the other hand, it’s said he’s the first to be created by death itself. He certainly was the first vampire in his now famously tormented land, Barovia.”
“Strahd would not surrender, not even to death. No, he used his arcane powers to make a pact with death instead. On Sergei’s wedding day, Strahd sealed the pact by murdering his own brother.
“Tatyana fled from Strahd, refusing to hear his attempts to explain himself. The castle guards shot the count during his pursuit. Consumed in grief and horror, Tatyana threw herself from the battlements of Castle Ravenloft. She disappeared into the mists a thousand feet below.
“The count should have died from his wounds, like any normal man. But the pact saved his life, in a way of speaking. He did not die because he could not. He became undead. He became a vampire, and his wrath fell upon the entire wedding party.
Lord Soth, Death Knight: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived.
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire.
Lord Soth, Death Knight, Lord of Sithicus: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived.
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire.
Skeleton Warrior: Isolde’s curse spared no aspect of Soth’s life. His retainers, once loyal beyond reproach, turned into skeleton warriors.
Banshee: Isolde’s curse spared no aspect of Soth’s life. His retainers, once loyal beyond reproach, turned into skeleton warriors. Dargaard Keep became an ashen ruin, distorted by the fire and ravaged by the Cataclysm. Where once it was shaped like a beautiful rose, now it was blackened and crumbling like a wilted flower. And the priestesses that were so instrumental in Soth’s downfall were doomed to serve him as spectral banshees.
Rotting Zombie: In the days of Kalak’s reign, the vast majority of these undead were mindless hordes of rotting zombies, the victims of Kalak’s tyranny who were carelessly tossed into these catacombs to dispose of them.
Withering One: Of the undead that shamble through the undercity of Tyr, perhaps the most bizarre are the zombies that some have come to call the withering ones.
They were born (if such a term is appropriate) at the time when the city of Tyr was dying.
Back when Kalak was still alive and was preparing for his draconic apotheosis, the city of Tyr was awash in defiling magic. Whether the people knew it or not, their sorcerer-king was burning the life force out of the entire city. The living citizens above the ground in Tyr weren’t the only ones who suffered under the sorcerer-king’s greed. In the undercity, the still-rotting flesh of the undead creatures that roamed those catacombs was being affected as well.
Many of the zombies were ultimately destroyed by this prolonged exposure to Kalak’s defiling magic. A special few, however, reacted to the magic by seemingly absorbing it. Those that continued to shamble on after the sorcerer-king’s death had been transformed into zombies that now had defiling magic built into the very fabric of their being.
The withering ones are zombies that have been suffused with defiling magic.

Dragon 417
Kesod, Vampire: “But I’m getting ahead of myself. Not destroying the wand was just Kiaransalee’s first mistake. Her second and third were, arguably, allowing both of the dead mortals to be resurrected. She permitted the one named Erehe to be returned to his existence as a consort to a mortal priestess in the Vault of the Drow. The other one, Kestod, she reanimated as a vampire.
Tenebrous: “Some time after Orcus was vanquished—no one can seem to agree on how long—something stirred on the demon’s corpse as it floated in the Silver Void. That’s what you call the Astral Sea, you know, where the
corpses of gods go to rot.
“Some portion of the corpse must have been infused with negative energy, because a new entity emerged—an undead god who opened his eyes and beheld his gaunt, shadowy form. By all reports, he looked like a creature that had been squeezed until all the light had been wrung out of him, leaving only darkness.
Visage: “Tenebrous lacked the full power of a god and couldn’t resurrect his former servants, but he discovered that he could reanimate them. He created new undead horrors he called visages: demonic undead made of shadows and masks, able to control the perceptions of those around them and even to take on the forms and lives of their victims.

Dragon 420
Ghost: Still, extraordinary circumstances are required for a soul to refuse Letherna’s call and linger in the world. Often, a disembodied spirit resists moving on due to unfinished business in life: a crucial quest unfulfilled, a responsibility not upheld, a duty not honored. Like anchors, these memories weigh on the ghost and force it to remain, at least until whatever troubles it has been resolved.
The Shadowfell can also form ghosts from the newly dead. Shadow’s subtle influence can awaken memories, emotions, and sensations that quicken the spirit and prevent it from finding peace.
Finally, rare individuals with strong personalities, great magical power, or an extraordinary ability can cheat death through sheer force of will. They refuse to move on, unmoved by the Raven Queen’s demands.
Sudden, unexpected death can cause the soul to become disoriented, unwilling to believe it has died.
Player characters might become ghosts if they die before completing an important quest. Your commitment to the cause is too great to let death stop you.
Unusual situations can give rise to a character’s transformation into a ghost. For example, if you died on the Shadowfell, your soul might have become suffused with shadow energy. A vile spell might have ripped your soul from your body before death took you. Perhaps a curse barred your soul from its ultimate fate, dooming you to restless eternity unless you can find a way to escape or overcome the wicked magic.

Dragon 425
Tavern Spirit: When The Thrown Gauntlet fell to the Spellplague, dozens of people were crushed to death within it. For unfathomable reasons, the spirits of the dead were denied passage to the afterlife in the wake of the catastrophe.

Dragon 427
Undead: In the earliest days of creation, when gods still walked the land alongside mortals and the Dawn War had just begun, Nerull—a clever and ruthless human wizard—became one of the first nonelves to learn arcane magic from Corellon. His newfound power soon drew him into the war against the primordials. After one particularly gruesome battle, Nerull looked over the fields filled with corpses and cursed at those who had allowed themselves to pass into death, avoiding the duty of preserving creation against annihilation. Retreating back to his study, he spent months brooding over issues of mortality and the threat of the elementals.
During this withdrawal, the mage first began his studies of the dead and their uses. He discovered that death need not be the end of a body’s usefulness, and magical energy could bestow a semblance of life upon a lifeless corpse. He further determined that such magic could bind the soul to service, either in a body or without one. Rooted in Nerull’s desire for the fallen to rejoin the war against the primordials, these discoveries became the foundation for the necromancy school of magic.
Bound Soul: As a soul binder, you have bound a soul to your service. The soul might be that of an enemy whose torment you wish to prolong, a loved one whose company you wish to keep, or a friend whom you’re saving from a vile afterlife.
Nerull's Shade: Only a few places in the world remain consecrated to the Reaper—ancient temples hidden in the world’s deeps, domains of dread banished from the Shadowfell, and Necromanteion in the heart of Pluton. These are the places one is most likely to encounter the wandering shade of Nerull—a vestige of his former glory seeking the death of all living things.

Dragon 428
Vampire: Still undead after many centuries, the one-time vampire king of Westgate Orlak found a terrible treasure beneath the city: a clone of the infamous Manshoon. He turned the clone into a vampire, but the creature turned upon him and for a time assumed his mantle as Orlak II before changing his name to Orbakh. With the aid of the Night King’s regalia (a magic cup called the Argraal, an animated dagger called the Flying Fangs, and the Maguscepter of Myntharan), Orbakh seized control of the Night Masks, allied with the Fire Knives, ensorcelled or turned many nobles into vampires, and soon dominated most of Westgate from the shadows.
The half-drow Tebryn “Shadowstalker” Dhialael was once a lowly member of the guild in the 1340s and 50s until a duel with a rival forced him to flee underground. He spent almost a decade as a slave in the drow city of Sschindylryn until he escaped and returned to his ancestral home, only to fall prey to Orbakh’s Flying Fangs. Now a vampire, Tebryn became one of Orbakh’s Night Court, where his extensive experience with the guild proved invaluable.
The nameless vampire crimelords who operate the Night Masks hide their identities behind eye masks, and their names are known to few other than their creator, Kirenkirsalai.
Some years ago, an heir of House Vhammos led a delving crew in search of access to a rival house’s vault and broke through into the forgotten House of Steel, a temple to the ravager god Garagos. The temple’s old defenses—animated swords and various undead guardians—slaughtered most of the heir’s party and left him dying. The Night King came upon him and turned him into a vampire to join the Night Masters.
Kannoth, Vampire Lord of Cendriane: ?

Dragon 429
Dragon Tooth Warrior: Dragon Tooth magic item
Undead: In fantasy, undeath can afflict almost anything that once lived. Some creatures choose undeath, and others have it forced on them. Some pass into undeath very soon after dying, and others might lie in their graves for centuries before rising again. An undead creature might loathe its current form or not even recognize its own passing. Someone who died during the height of an ancient empire and lay dead through centuries of downfall and social collapse—perhaps even triggered that collapse during their lifetime—would arise into a very puzzling world.

Dragon Teeth
All dragons venerate the dragon gods, with metallic dragons usually worshiping Bahamut and chromatic dragons following Tiamat. Although these gods favor all their children, some dragons rise in the gods’ esteem and find a place more directly in their service as guardians of sites important to the god. Dragon teeth are mythic relics from a bygone age or the teeth from a dragon that protected a site sacred to a dragon god. Such teeth are highly sought for their power to create skeletal warriors. When used, the tooth sinks into the ground and six skeletal warriors spring into existence nearby.
Dragon Tooth Level 15 Rare
This blackened fang of exceptional size vibrates with power.
Consumable 1,500 gp
Utility Power ✦ Consumable (Minor Action)
Effect: Area burst 2 within 10. Six dragon tooth warriors appear in unoccupied spaces in the area. If you succeed on a DC 25 Arcana check, the dragon tooth warriors become allies to you and your allies, and you decide how they act and move on each of their turns. On a failure, the dragon tooth warriors become enemies to all creatures present in the encounter, and although each warrior is most likely to attack the creature nearest it, the DM controls the warriors.

Dungeon 4e
Dungeon 155
Zombie Hulk: ?
Blazing Skeleton: ?
Undead: The Warwood’s gnarled trees, tangled thickets, and lonesomeness would cause anyone to think it haunted—even without its restless dead. Those who died in the brief conflict after Sir Malagant and the Sleeper in the Tomb of Dreams killed one another still linger in the forest. The battle after the generals’ deaths broke the compact they had made about their final battle, and the souls of those who died in those battles are cursed by the Raven Queen to remain in the Warwood forever.
Sleeper's Skeletal Warhorse: ?
Chillborn Zombie: ?
Ghoul: ?
Hanged One: Hanged ones can be created with dark rituals, but they often arise spontaneously in areas of concentrated evil when the bodies of slain innocents have been hanged or strangled.
Tortured Skeleton: ?
Beholder Zombie: The zombie beholder lacks eyes. As a reanimated former cultist of That Which Waits Beyond the Stars, all its eyes have been removed.
Lost Wraith: Any humanoid killed by a lost wraith rises as a free-willed lost wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Zombie Rotter: During the tragedy that saw Shadowfell Keep deserted, several soldiers hid the Keep’s noncombatants in a pair of rarely-used rooms. The men then walled themselves and their wards into the chambers for safety. With plenty of food, they thought themselves safe. The soldiers realized too late that they had sealed themselves into a tomb. Their disappearance was marked up to the mad paladin.
Today, the dead innocents stir. The enchantment that roused the ghoul in Encounter 17 of Shadowfell Keep also made monsters of these ancient warriors and servants.
Maw: ?
Zombie Soldier: During the tragedy that saw Shadowfell Keep deserted, several soldiers hid the Keep’s noncombatants in a pair of rarely-used rooms. The men then walled themselves and their wards into the chambers for safety. With plenty of food, they thought themselves safe. The soldiers realized too late that they had sealed themselves into a tomb. Their disappearance was marked up to the mad paladin.
Today, the dead innocents stir. The enchantment that roused the ghoul in Encounter 17 of Shadowfell Keep also made monsters of these ancient warriors and servants.

Dungeon 156
Specter: ?
Ghoul: ?
Zombie: ?
Deathlock Wight: ?
Boneshard Skeleton: ?
Decrepit Skeleton: ?
Jacobux Kincep, Ghost: In life, Jaccobux was a wizard and a professional adventurer. He developed a thirst for knowledge in his old age and became a prodigious collector of books. He read avidly right up until the moment of his death, and his deep regret that he had so many books left to read held him in the mortal world as a ghost.
Greater Ghoul: ?
Abyssal Ghoul Pack Leader: ?
Cali, Vampire Lord: ?
Vampire Spawn Bloodhunter: ?
Guardian Statue: ?
Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Minotaur Skeleton: ?
Blazing Skeleton: ?

Dungeon 157
Gairg Slaughter Wight: Killed by the bone nagas, the three were subsequently raised as horrid undead by the necromancer Eibon.
Miner Battle Wight: Killed by the bone nagas, the three were subsequently raised as horrid undead by the necromancer Eibon.
Bone Naga Guardian: ?
Skeletal Tomb Guardian: ?
Flameskull: ?
Boneclaw Guardian: ?

Dungeon 158
Wraith: Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Seething Wraith: Any humanoid killed by a seething wraith rises as a free-willed seething wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Specter: ?
Undead: Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall.
Corruption Corpse: Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall.
Zombie Rotter: Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall.
Deathlock Wight: Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall.

Dungeon 159
Rukaleth, Blackfire Dracolich: ?
Larva Mage: ?
Holy Ziggurat Slinger: ?
Holy Ziggurat Guardian: ?
Undead Gibbering Abominations: ?
Ziggurat Ghost: ?
Ancient Ziggurat Mummy: ?
Betrayer Spirit Reaver: They’re evil guardians bound here against their will for crimes they committed in life.
Betrayer Wight: They’re evil guardians bound here against their will for crimes they committed in life.
Voidsoul Specter: They’re evil guardians bound here against their will for crimes they committed in life.
Sebacean Mutant Treant: ?
Sebacean Mutant Nightwalkers: ?
Chillborn Zombie: The chillborn zombie was once the mine-thane of Karak, killed with the rest of his people and raised to undeath by the lingering power of the elemental energy in this area.

Dungeon 160
Cyclops Rambler Zombie: The necromancer gestures at the cyclops’s corpse and says, “In the name of Orcus, return to fight again!” The corpse lurches back to its feet.
Drow Necromancer Zombify power.
Great Flameskull: ?
Darkland Voidsoul Specter: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.

R Zombify (minor; at-will)
Ranged 20; target a cyclops rambler that has been reduced to 0 hit points or fewer. It becomes a cyclops rambler zombie, and is now alive with full hit points (but still prone). Roll initiative for the creature.

Dungeon 161
Rathoraiax: The animated body of Rathoraiax.
Warped Ghoul: ?
Warped Grimlock Zombie: ?
Plague-Changed Ghoul King: ?
Dark Pact Ghoul Initiate: ?
Plague Changed Ghoul Eater: ?

Dungeon 162
Kalan the Avenger: The undead here were once dwarves, but they have awoken in death from their tomb’s violation—an act not even the hag would have dared.
Skeletal Hammerers: The undead here were once dwarves, but they have awoken in death from their tomb’s violation—an act not even the hag would have dared.
Murat, Ghost: ?
False Sir Keegan, Sir Drzak the Death Knight: ?
Risengard of Drzak: ?
Tormenting Ghost: ?
Great Flameskull: ?
Sir Keegan: ?
Desecration: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Tomb Guardian Thrall: ?

Dungeon 163
Skull Lord Servitor: ?
Battle Wight Bodyguard: ?
Wailing Ghost, Banshee: ?
Lingering Specter: ?
Ghost Harpy: ?
Marrowshriek Skeleton: ?
Keening Spirit: ?
Elomir: ?
Boneclaw: ?
Horde Ghoul: ?
Icetomb Wight: ?
Icewight: The combination of extreme cold, dark history, and proximity to the Shadowfell produces icewights.
Icewights arise from the bodies of depraved folk who died in frigid places touched by shadow.
Icewight Castellan: ?
Blightfire Wretches: ?
Immolith: ?
Meat Mote: Malachi's Butcher's Spew Meat Mote power.
Malachi's Butcher: Malachi’s experiments with the Far Realm have born strange necromantic fruit in his creation of the monstrosity that lives and works here.
Oblivion Wraith: Any humanoid killed by an oblivion wraith rises as a free-willed oblivion wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raised Dead ritual) does not destroy the spawned wraith.
Shattered Wraith: ?

Spew Meat Mote (minor; at-will)
Malachi’s butcher takes 10 damage. A meat mote appears in a square of the butcher’s choice within 2 squares. It acts right after the butcher. The butcher can have only four active meat motes at a time.

Dungeon 164
Woodcutter's Ghost: The original owner is no more. For a while, he helped the Patriarch in the old castle ruin by waylaying and drugging travelers, but guilt drove him to suicide. Death offered him no escape though, and his spirit lingers still—a dark, twisted thing.
Horde Ghoul: ?
Bone Scribe: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued.
Bone Archivist: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued.
Bone Sage: Bone sages are remnants of evil academics and scribes, lingering in their thirst for knowledge.

Dungeon 165
Vrak Tiburcaex, Phantom Dragonborn: ?
Dragonborn Specter: ?
Zombie: ?
Decrepit Skeleton: ?
Poltergeist: The Lost Secrets Library is a dangerous place, and the chamber that contains Holman’s Treatise on the Imbuement and Maintenance of Armed Conflict Training Mannequins is no exception. It contains the vengeful ghosts of three White Lotus students who died there in a tragedy now forgotten.

Dungeon 166
Howling Spirit: ?
Blackroot Treant: ?
Zombie Rotter: Jeras Falck took his revenge by turning the dead guards into zombies that now wander the hill.
Cauldron Corpse: The cauldron is bolted to the floor and filled with necrotic filth (DC 15 Arcana to identify the danger). Any living creature that touches the tarlike substance takes 1d8 necrotic damage.
Tossing a green, red, white, or blue goblin skull into the cauldron causes two cauldron corpses to rise up from within and attack.
Boneshard Mongrel: ?
Skeleton Arhcer: ?

Dungeon 167
Bone Worm: ?
Tomb Mote: ?
Forge Wisp Wraith: Forge wisp wraiths are individual spirits that failed to join together to form a forgewraith.
Haestus: ?
Forgewraith: A forgewraith is an undead humanoid whose spirit was extinguished and rekindled in the fires of a furnace or forge.
Forgewraiths are born in the fires that feed arcane industry.
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mixes with unleashed magic to form a humanoid spirit of monstrous hate.
Although most forgewraiths are amalgams of several spirits instead of a truly sentient and souled undead, some are more like a ghost or specter. Such forgewraiths retain a soul and a personality—frequently that of a person who was evil in life.
Githyanki Shade: The resting place of the honored dead of Chanhiir was the sight of a last stand by the temple’s faithful. When the invaders pulled down this place in the aftermath, they drew forth the vengeful spirits of the githyanki warriors interred here.
Githyanki Guardian Shade: ?

Dungeon 168
Mother, Bone Naga: ?
Githyanki Blackweaver: ?
Githyanki Dread Knight: ?
Slaughter Wight: ?
Tormenting Ghost: ?
Wrath Spirit: ?
Spine of Vlaakith: When Zetch’r’r came to power, the githyanki believed the Lich-Queen was well and truly dead. However, the new emperor discovered that a piece of her remained: her spine. Through dread magic, Zetch’r’r bound her spirit to the spine and extracted oaths of service from it, transforming the dead Lich-Queen into a form of demilich.
Sword Wraith Attendant: ?
Winterdeath Dracolich: ?
Kriyizoth Fire Mage: ?
Tlaikith Forlorn: ?
Caller in Darkness: The undead creature formed from the terrified githyanki executed in this awful room.

Dungeon 169
Wraith: Any humanoid killed by a wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Specter: ?
Aegara of the Shadow Face: When Agera of the Shadow Face won the battle against her fellows, she retreated to the vault chamber and lay down to “sleep” with the Wrathstone around her neck. Decades later, Agera yet sleeps, though her body died long ago. Her mind, however, is tied to the Wrathstone. If this chamber is invaded, Agera awakens to defend it, as insane as ever.
Infernal Armor Animus: ?
Shade of Fallen Hero: The shadowy figures are the trapped souls of the departed. Something is keeping them from escaping to their proper afterlife.
Undead: The fey fought the living dead, but Belos’s power was so great that he first blotted out the sun and then laid a curse upon the land. Each fallen fey sprang back up as an undead beast.

Dungeon 170
Arantor: ?
Kas: ?
Callophage Vampire: The “woman” is a callophage vampire created by a ritual known to her master, Kas the Betrayer.
Disfigured Vampire: ?
Gwenth, Vampire: ?
Rolain, Vampire: ?
Desecration: The animate force behind a graveyard full of traitors, turncoats, and other betrayers.
Abhorrent Reaper: ?
Betrayer Wight: ?
Void Lich: ?
Caller in Darkness: ?
Tormenting Ghost: ?

Dungeon 171
Botched Witherling: ?
Blackroot Treant: ?
Blackstar Knight: ?
Rithkerrar, Aspect of Vecna: ?
Abhorrent Reaper: ?
Naiethar Traihel: She was once a powerful dryad, but Irfelujhar’s corruption of the forest transformed her into a lich.
Tormenting Ghost: ?
Famine Spirit: ?
Voidsoul Specter: ?
Great Flameskull: ?
Lich Vestige: ?
Uthnis Maiali: ?
Dread Wraith: Any humanoid killed by a dread wraith rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Darrkerrar, Adherent of Tiamat: ?
Death Knight: ?
Abyssal Ghoul Myrmidon: ?
Irfelujhar: ?

Dungeon 172
Terraghul: Formed from the Abyssal dirt of Thanatos when Codricuhn passed through Orcus’s demesne ages ago, these fiends now skulk about the many spheres orbiting around their demonic master.
Many demons are creatures of flesh and blood, whose unceasing hatred and violence drives them to horrific acts of evil. In places where the Elemental Chaos gives way to the Abyss, however, the connections between demons and other elemental creatures become clearer. The Abyss’s innate maliciousness washes against the elemental shores and infuses it with cruelty and evil, spawning new demons from the malleable substance of creation. One such creature is the terraguhl.

Dungeon 173
Torven “The Ageless” d'Medani: Undying in one of the only ways the cult offers immortality, this leader is a vampire.
Vampire Spawn Life-Thief: Torven also has personal servants to whom he has granted eternal life—vampire spawn life-thieves—but these can withstand far less punishment than their master.
Countess Tesyn ir'Lantar: ?

Dungeon 174
Sliver Wraith Seeker: ?
Sliver Wraith Guardian: ?
Abyssal Rotlord: ?
Gibbering Heads: A collection of the Horseman’s prior victims.
Cursing Heads: A collection of the Horseman’s prior victims.
Headless Horseman: Finally, his men found the beast’s nest. With great fanfare, the Horseman and his entourage set out to rid Tranquility of their tormenter. For two days, the villagers waited, fretting and worrying, hopeful and afraid.
Tranquility erupted in jubilation when the Horseman and most of his men returned. And though they were bloodied and bruised, the three reptilian heads they carried left no doubt that they were victorious.
For weeks more the Horseman stayed, getting to know the people, walking with Talitha through fields and gardens. Slowly his men returned to their homes, but the Horseman remained.
Eli van Hassen could take it no longer, yet neither could he simply order the Horseman banished or slain. He would have to turn the people against their savior, and that he could not undertake alone.
Talitha wept and argued, yet in the end, she acquiesced. It never crossed her mind to disobey, for she feared the loss of her own status within Tranquility—and in agreeing to her father’s demands, she sealed not merely the Horseman’s fate, but her own as well.
The following day, as he walked with Talitha through one of the van Hassen farms, the Horseman was set upon by a dozen of Eli’s guards. The Horseman swept up a rusty sickle that lay beside the barn and fought, slaying several before they overwhelmed him by weight of numbers.
Before the gathered villagers, growing ever more puzzled, ever angrier, the guards dragged the battered Horseman to a block of wood. There, at her father’s behest, Talitha told the people horrid lies, claiming the Horseman had taken terrible advantage, ravished her by force during their walks.
Eli waited until the crowd was utterly enraged before he waved his guards forward. Even as he screamed his innocence and begged Talitha to recant, the Horseman was forced down upon the wooden block. One guard raised a heavy axe, and the head of Tranquility’s beloved hero tumbled across the grass.
The corpse was unceremoniously dumped in a shallow grave beside the river, and as the villagers returned to daily life, bitterly bemoaning their “betrayal,” that should have been the end of it.
One week passed. Through a ceiling of clouds, the crescent moon gleamed a sickly blue. The folk of Tranquility retired early that evening, for the air smelled of a coming storm.
Yet what swept over them that night was not rain and lightning, but fog. The mists crept furtively through Tranquility, filling the streets, sending prodding fingers through doors and windows. The world ceased to be, buried under featureless gray.
A sudden, unending thunder deep within the fog resolved itself into the beating of a thousand hooves. Through the streets and fields of Tranquility they pounded, deafening in their fury, yet the villagers could see nothing moving in the mist.
When they emerged the following dawn, the villagers found their crops and gardens trampled under uncountable hoof-prints. The gates of the van Hassen estate hung from broken hinges, and the manor lay desolate, covered in the dust of decades. Eli and Talitha were never seen again. Neither was the estate staff, save a few who’d been elsewhere that night.
And the grave of the Horseman gaped open, a wound in the banks of the river.

Dungeon 175
Dread Wraith Assassin: ?
Dread Wraith: Any humanoid killed by a dread wraith assassin rises as a free-willed dread wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Vampire Lord Dragonborn: ?
Deathshrieker: ?
Lich Castellan Wizard: ?
Dread Bonespitter: Tiamat has suffused the brood mother’s chamber with necrotic energy, hoping to create half-alive, half-undead hatchlings.
Runescribed Dracolich, Consort of Tiamat: ?
Shard Slave: The shard slave, a remnant of Xennul trapped in the shrine.
Undead: Living spells ignore the ubiquitous undead spawned from the warriors slain on the Day of Mourning.
Bear Corpse: ?
Gravehounds: ?

Dungeon 176
Undead: It takes place in a small forest near the King’s Wall, in a long-abandoned temple dedicated to the worship of the demon prince Orcus. The temple has been given a new and dire purpose by a Chaos Shard from the great meteor. This shard radiates dark energy capable of reanimating the dead, and its power has been strengthened by the lingering evil of the demon prince’s temple. Each night, the shard fills the surrounding forest with the siren call of dark power, causing the many corpses in the Chaos Scar to stir.
The characters should recognize the black gem around Garvus’ neck as a meteor fragment. They can learn more about its function and purpose with a DC 15 Arcana or Religion check. For each successful skill check the characters make, give them one of the following pieces of information.
F This shard radiates staggering amounts of necromantic energy, easily enough to animate the dead within the rectory.
F The shard’s power is likely strengthened by the lingering energy in the temple of Orcus.
F The shard’s power, like many evil items and creatures, is stronger at night.
F Undead may be drawn to the energy produced by the shard.
Zombie Adventurer: Doran Underhelm and his mercenary group Doran’s Daggers decided to spend the night in the temple rectory after a fruitless exploration of the temple. When night fell, the necroshard’s power was unleashed and Garvus’ animated corpse slew them all.
Garvus Harbane, Deathlock Wight: After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years.
The trapdoor in the northern end of the temple interior leads to a small rectory that once served as the personal quarters of the temple’s high priests. It was here Garvus Harbane performed the ritual that claimed his life and the lives of his followers so many years ago. His corpse, withered and all but mummified, is still here, the necroshard hanging from its shriveled neck.
Although the corpses in the forest will animate tonight for the first time, the corpse of Garvus Harbane, due to its close proximity to the necroshard, has been animating each night for the past few weeks as a deathlock wight.
Shard Zombie: The zombie that ends up with the necroshard is instantly transformed into a shard zombie.
Zombie Soldier: After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies.
Zombie Rotter: After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies.
Gravehound: After leading the cult for many years, Garvus sought to prolong his life through a dangerous necromantic ritual a few years ago. However, he foolishly used the necroshard as the ritual’s focus and unleashed a wave of raw energy that killed him and every living creature in the temple. Although a catastrophic and lethal failure for Garvus, his ritual increased the potential power of the necroshard tenfold. Each night since, the shard has slowly been growing in power. The necroshard’s power is at its strongest at night, when it saturates the surrounding area with the power of death. This necromantic energy has been slowly building, feeding on the many deaths in the Scar over the years. Tonight, the corpses of the Scar will rise as an army of zombies.
Boneyard Zombie: ?
Grave Hunger Zombie: ?

Dungeon 177
Husk Spider: ?
Abyssal Ghoul: ?
Immolith: ?
Shattered Soul: ?
Angel of Valorous Death: Kaius has turned legions of angels into shadows of their former selves in an effort to perfect the process.
Angel of Eternal Protection: An angel of protection brought to death and back again, the angel of eternal protection is an effective personal guardian.
Balor Husk: When a captive balor hovers near death, a ritual can free the Abyssal energy that gives it power and strength while pinning the animus in place. It becomes an animate husk of a balor—a corpse walking with just enough power to crush its master’s enemies.

Dungeon 178
Infernal Armor Animus: ?

Dungeon 179
Lygis, The Black Cloud: ?

Dungeon 181
Undead: The intense hatred and violence of that final conflict between House Madar and House Tsalaxa had an unexpected effect. It animated the dead of both houses, condemning their lifeless flesh and trapped souls to serve as eternal guardians for the vault for the rest of eternity.
Zombie: This cavern was the scene of a heated battle, and the remnants of that battle are strewn about the place. Over one hundred years ago, what remained of House Madar battled a group of House Tsalaxa assassins. The battle claimed the lives of everyone involved, and the intense hatred borne of the battle has reanimated the dead as zombies and skeletons.
The leader of the House Tsalaxa assassins dabbled in defiler magic and was animated as a dread black reaver zombie. His lieutenant and minions followed their leader’s path to undeath and were animated as zombies in his service.
Skeleton: This cavern was the scene of a heated battle, and the remnants of that battle are strewn about the place. Over one hundred years ago, what remained of House Madar battled a group of House Tsalaxa assassins. The battle claimed the lives of everyone involved, and the intense hatred borne of the battle has reanimated the dead as zombies and skeletons.
The leader of House Madar’s forces was a lesser scion of the Madar line and was an accomplished archer and swordsman. He and his men returned to unlife as skeletons in an undead mockery of the soldiers they’d once been.
Black Reaver Zombie: The leader of the House Tsalaxa assassins dabbled in defiler magic and was animated as a dread black reaver zombie.
Decrepit Skeleton: ?
Dyneera Madar, Weeping Wraith: This chamber was originally intended to house the remains of Darom Madar’s wife and two eldest sons, all slain by House Tsalaxa assassins. In the century that has passed since their deaths, the spirits of the three have become restless and have risen as ghostly abominations.
Wisp Wraith: In addition to the ghostly undead, a more subtle danger awaits intruders. The obelisk in the center of the room is scribed with the names of each and every member of House Madar, stretching back to the founding of the house. It has become a kind of battery for the rage and sorrow of House Madar’s last days. The obelisk leeches negative emotions from living creatures to generate dangerous quasi-undead known as wisp wraiths.
Darom Madar, Lesser Oath Wight: Darom Madar did not escape the fate of the rest of his house. He was wounded in the battle with House Tsalaxa assassins but managed to seal himself in the treasure chamber before succumbing to his wounds. He also did not escape the fate of those who died within the vault and has become an undead horror fueled by rage and hatred.
The monster Darom Madar has become is called an oath wight, a creature animated by a twisted sense of duty to a task left unfinished or interrupted. He has waited here in the dark and the dust for over a century and is quite eager to inflict his all-consuming rage and sense of loss on the living.
Oath Wight: The monster Darom Madar has become is called an oath wight, a creature animated by a twisted sense of duty to a task left unfinished or interrupted.
Ghoul: ?

Dungeon 182
Grasping Zombie: ?
Skeleton: Anarus Kalton animated several skeletons to stand guard against tomb robbers.
Decrepit Skeleton: Anarus Kalton animated several skeletons to stand guard against tomb robbers.
Specter: ?
Ghost of Anarus Kalton: After Traevus murdered Anarus, the necromancer’s ghost appeared in his treasure vault where he stored his most prized possessions.
Bonewretch Skeleton: ?
Shuffling Zombie: ?

Dungeon 183
Yarnath Mul Lich: Slither, the Crawling Citadel
A mul defiler named Yarnath created this crawling citadel of bone. Yarnath drained his own life in the process to animate the construction, passed into undeath, and became a powerful lich.
Feasting Zombie: ?
Black Reaver Zombie: ?
Salt Zombie: When Yarnath is busy with other projects, however, the captives brought here perish from starvation or predation from the cell keeper ssurran dune mystic and its two belgoi hunter guards. For that reason, the barred portion of the level contains only rotting bodies and a couple of salt zombies that spontaneously formed from the dead captives in this chamber, thanks to Slither’s undead ambience.
A few randomly animated salt zombies lie among the corpses near the bottom of the drop shaft.
Green Arcanian: In the central chamber of the laboratory level is a green arcanian; a corpse that Yarnath animated with a defiling acid spell.
Dread Guardian: ?
Scarecrow Horror: A terrible oni witch that lived in a cave of mirrors once caught seven thieves looting her belongings. To teach them a lesson, this oni disemboweled one of them and stuffed a sackcloth effigy with its entrails; she hooked the thief ’s face onto the effigy’s shoulders and animated the thing with dark magic. When the oni turned her creation on its former companions, they fled in terror throughout her cave. But confounded by the mirrors she had set up, they became lost.
In the end, seven gruesome scarecrows writhed beside the cave entrance, pinned to the stone with iron spikes, their dead human faces possessing black buttons where their eyes once had been.

Dungeon 184
Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Risen Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Ghoul Ambusher: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Starving Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Mob Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Field Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Howling Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Scarred Ghoul: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Lacedon: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Beth Harwick: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Echoe of Despair: ?
Echo of Madness: ?
Elisa: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead.
Darien, Ghoul Lord of Hampstead: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore.
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger.
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead.

Dungeon 185
Wailing Ghost, Banshee: The Fae Barrow marks the final resting place of Omaphara, the fey warrior maiden and Querelian’s true love. The pair, along with many brave fey warriors, fought the werebeasts here in a pitched battle that raged for many days. In the end, the werebeasts were driven back, but not before they took Omaphara’s life. A grieving Querelian interred his partner here so she could watch over the land she died defending.

Dungeon 186
Undead Spirit Viper: ?
Undead: Ranala and her followers withdrew to the outskirts of the town to find a way to recover the artifact Zaspar had stolen. Instead, they learned that the cultist had already unlocked its magic and used it to siphon energy from the townsfolk to perform some unspeakable ritual involving his wife and his ‘child’. The magic from the now-corrupted relic not only stole life from the people but infected them with a vile disease—when they died, they rose soon after as undead. Worse, anyone who entered the town risked being exposed to the blight.
Mistwatch Blight disease.
Zombie: Mistwatch Blight disease.
Ghoul: Mistwatch Blight disease.
Wight: Mistwatch Blight disease.
Wraith: Mistwatch Blight disease.

The Blight
From where did this disease come? How does it spread? I don’t know. Hells, no one knows. Most blame the strangers. They seem the obvious choice. Mad Bartleby claims it’s punishment from his sickening Chained God for our worship of false deities. Father Tomas also believes it comes from this mysterious god, but to spread suffering and evil. Our noble lord is silent, of course, offering nothing to ease our pains, leading me to wonder if Lord Zaspar might be the true enemy in our midst.
The plague striking Mistwatch is supernatural in origin. It was caused by Zaspar’s abuse of the obsidian disk. The disk is solidified shadow drawn from the Shadowfell to help Mistress Ranala perform her auguries. Cadmus recognized its nature and believed he could release the shadow magic trapped within it to serve as fuel for his own dark rituals. As a side effect, the released shadow magic created a tear in reality, linking Mistwatch to an area in the Shadowfell.
Two consequences resulted from this event. One, Mistwatch now sinks into the Plane of Shadow, where it might be destroyed in the darklands or be transformed into a new domain of dread with Cadmus as its lord. Second, the shadow magic has mutated the normal sickness that spreads through town each winter, turning it into a virulent disease that kills its victims and then changes them into undead creatures.
Mistwatch Blight
Level 11 Disease
Black ichor splotches your skin, spiderwebbing across your body until you feel something inside you begin to die.
Stage 0:
The target recovers from the disease.
Stage 1:
While affected by stage 1, the target takes a –2 penalty to Insight checks and Perception checks. The target also loses a healing surge that cannot be regained until cured of the disease.
Stage 2:
While affected by stage 2, same effect as stage 1, and the target is weakened until cured.
Stage 3:
When affected by stage 3, the target dies. The next day, at sunset, the target rises as an undead creature. Most victims rise as zombies, but more powerful ones can rise as ghouls, wights, or wraiths.
Check:
At the end of each extended rest, the target makes a Endurance check if it is at stage 1 or 2.
12 or Lower: The stage of the disease increases by 1.
13–18: No change.
19 or Higher: The stage of the disease decreases by 1.

Dungeon 187
Magroth: ?
Undead: Weeks ago, the vampire lich Magroth opened the way into the buried City of the Dead. There, he attempted to complete a ritual to raise the undead hordes and restore Andok Sur to its former glory. Thanks to the intervention of a group of adventurers and an agent of the Raven Queen, Magroth failed. However, the magic he did unleash awakened some of those interred within the buried necropolis.
Flesh-Crazed Zombie: ?
Grasping Zombie: ?
Decrepit Skeleton: ?
Ghoul: ?
Vrikus, Ghoul Boss: ?
Ravenous Ghoul: ?
Raaig Tomb Spirit: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave.
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths.
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain.
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain.
Ashen Crawler: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave.
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths.
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain.
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain.
Spectral Kirre: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave.
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths.
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain.
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain.
Skeletal Legionaries: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave.
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths.
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain.
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain.
Avor Firesworn, Ashen Soul: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave.
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths.
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain.
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain.

Dungeon 188
Son of Kyuss: The body was that of Baelard the Defender. He was infected with the touch of Kyuss but fought off the effects for several weeks. Before his death, he performed the same ritual on himself that trapped Ulferth’s will in the crystal globe (a unique offshoot of the Gentle Repose ritual). With his will trapped in the globe, Baelard could not become one of the spawn of Kyuss when he died.
Baelard has been dead far too long for a Raise Dead ritual to be successful. If the globe is broken, however, his will flies back to the skeleton, which immediately reanimates as a son of Kyuss.
Touch of Kyuss disease.
Wretch of Kyuss: ?
Ulferth, Herald of Kyuss: When Ulferth completed his ritual, he was transformed from a human into a herald of Kyuss.

Touch of Kyuss
Level 16 Disease
Those who succumb to this hideous disease rise again as newly-born spawn of Kyuss.
Stage 0:
The target is cured.
Stage 1:
The target regains only half the normal hit points when it spends a healing surge. If it dies, it rises immediately as a wretch of Kyuss.
Stage 2:
The target loses two healing surges. If it drops to 0 or fewer healing surges, it dies and rises immediately as a son of Kyuss.
Stage 3:
The target dies and immediately becomes a son of Kyuss.
Check:
At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
19 or Lower:
The stage of the disease increases by 1.
20–24:
No change.
25 or higher:
The stage of the disease decreases by 1

Dungeon 189
Gralhund, Brain in a Jar: Gralhund enlisted the aid of his apprentices to help him live on when his elderly body began to fail him, faking his own death and deceiving his family as to his fate (drowned at sea in his pleasure caravel).
The Grim Lasher: The Grim Lasher is a horrific monster created by Tectuktitlay to drive the Accursed Legion from one side of the burning desert to the other, never allowing the legionnaires to interact with civilization.
The Grim Lasher was created long before the banishment of the Accursed Legion, but Tectuktitlay had had little opportunity to use it before that event. The sorcerer-king used a captive giant as the subject of a horrific experiment that led to the Grim Lasher’s creation. Tectuktitlay slew the giant, then used a spirit that he had bound with defiling magic to reanimate the body, trapping the twisted spirit inside with strands of shadow power drawn from the Gray. The end result is an undead monstrosity animated by a corrupted spirit that Tectuktitlay trapped by using dark magic that only a few know how to manipulate.
The creature was created by, and is still under the control of, Tectuktitlay.
Pit Shadow: ?
Morrn Bladeclaw: The Proving Pit is used by the denizens of the Chaos Scar to settle disputes and to test themselves against the finest fighters in the area. A small shard of the meteorite that created the Chaos Scar lies hundreds of feet below the pit, imparting a mysterious power and personality to the location. Combatants are drawn to the area by a powerful urge to achieve victory through combat. Most combatants do not realize they are being impelled by an outside force.
Morrn Bladeclaw was a barbarian known for his cruelty and ambition. His clan roamed the Nentir Vale region long before the formation of the Chaos Scar. Morrn advanced steadily in status among his clan. He claimed the right to become the clan’s champion and to wield the powerful Scarblade by defeating its previous owner. Driven by dreams of power, Morrn sought to prove himself worthy of the rank of chief.
Lured onward by a vague call to battle, Morrn was drawn to the pit. There he honed his skill, always with the intent of returning to his home as the greatest champion of all. Morrn soon dominated all contenders at the pit, but in turn, he was dominated by the shard’s presence. The longer he stayed, the less he cared about leaving and the more he became part of the place. His thoughts of clan leadership drained away. Morrn’s goal of becoming the greatest champion of all was realized, but not as he had planned. He was a slave of the Proving Pit, with no thoughts of returning to his tribe.
The pit, however, has no use for eternal champions. Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit. Under the influence of the pit, bystanders buried Morrn below the arena’s central dais. The Scarblade was encased in translucent crystal and embedded along the pit’s north wall, where it can be seen by all who fight and die in the pit.
Morrn’s ghost haunts the area.
Blue Arcanian: Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit.
The blue arcanian represents the wizard who slew Morrn, and was slain by him, in the bout that cost Morrn his life.
Dread Guardian: ?

Dungeon 190
Ghost: When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray.
Undead: When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray.
Kaisharga, Laylon Ka: This compound was mostly empty when Kalidnay faced its doom. Now it belongs to a kaisharga named Laylon-Ka. A kaisharga is an undead creature similar to a lich, though it lacks a phylactery. Kaishargas trade life for power, unnaturally extending their existence for centuries. In life, Laylon-Ka was a House Vordon dune trader who was also a member of the Veiled Alliance. She thought her clandestine operations were secret, but they were the primary reason Horgus-Le abandoned her. Laylon-Ka turned to the study of shadow magic after Kalidnay’s transition. She soon discovered a way to transform herself into an immortal being.

Dungeon 191
Kr'y'izoth: Undead githyanki spell-casters whose life essences Vlaakith drained.
Tl'a'ikith: Undead martial githyanki whose life essences Vlaakith drained.
Undead: With her health and mental stability eroding, Khaela resorted to necromancy. After drinking from a dark cup called the Bleak Grail, she entered undeath. Unfortunately for the rest of Khalusk, because Khaela’s magic was inextricably tied to the city and its populace, the effects were felt by all. Within a single hour, every living creature in Khalusk died. Three days later, they rose again, undead.
A population of undead fish and other aquatic creatures swim the chill sea (nothing escaped the necromantic effects of the Bleak Grail).
Murder of Crows: ?
Ghost: The souls of the dead linger on, haunting dark and lonely places. Their incomplete lives tether them to the mortal world, their spirits unable to pass through to the other side.
Often, rumors of hauntings are just that—rumors. But at sites tainted by misery, terror, and death, these rumors could be true. A ghost is what remains of a being whose soul should have moved on after death, but was trapped. This entrapment commonly occurs because the being has a strong urge to complete a task that tears and fragments its soul.
Ghosts, unlike some kinds of undead, retain their souls. This is not to say that the souls remain intact. Ghosts arise from beings that have already stained their souls with murderous, vengeful, cruel, or obsessive deeds. The corruption of an evil life or a limitless need to right a perceived wrong holds the soul back.
An all-consuming purpose keeps a soul in the world and transforms it into a ghost. A sadistic torturer might return as a ghost to cause more pain and misery. The ghost of a victim of a cruel death often seeks revenge on her murderer. A soldier who died young might guard a chamber, ghostly blade in hand, eager to strike down any intruder to prove his worth.
Though a ghost most often arises because of the state of mind of a recently dead person, one can be artificially created. Cruel people who want to punish the deceased and who have a bit of arcane knowledge can create a ghost charm—a bit of metal, clay, or parchment inscribed with runes—that they inter with a fresh corpse. If the ritual is performed soon enough after death, the dead person’s soul becomes trapped in the world as a ghost.
Phantom Warrior: ?
Trap Haunt: ?
Tormenting Ghost: ?
Wailing Ghost, Banshee: ?
Wight: Those who have witnessed wights being “born” swear that the creatures don’t rise spontaneously from corpses. Rather, a force—an evil beyond mortal imagining—flows into the body. This is something sensed rather than seen; the force fills every fiber of the creature’s being, a black whisper fundamentally opposed to life and the living.
Buried soldiers and mercenaries become wights more often than other kinds of corpses do.
Deathlock Wight: ?
Battle Wight: ?
Battle Wight Commander: ?
Slaughter Wight: ?
Cauldrus Barrowmere: ?

Dungeon 192
Mummified Girallion: When Yayauhqui first traveled to the ruined city, he discovered it was inhabited by wild apes that had taken to emulating the city’s ancient carvings in a bizarre mimicry of Cihuatlco’s rituals and practices. Doing his best to avoid the apes, Yayauhqui explored the quarters of the king’s attendants and found the amulet containing the dead king’s life force as well as tablets that taught him the secrets of the king’s enchanting song. After the witch doctor had mastered the king’s song, he used it to lure Cuicatl, the daughter of Jocotopec’s chieftain, to the ruins.
When the girl stepped out of the jungle, the wild apes accosted her. Instead of battering her to death as they had several of Yayauhqui’s assistants, the apes led her to the king’s ziggurat and placed the queen’s crown upon her brow, imitating the carvings they had seen. Where they had found the crown is anyone’s guess, but it bore a powerful magic—a shred of the last queen’s will. Any female who wears the crown believes herself to be the rightful queen of Cihuatlco. In this way, Cuicatl came to regard the apes of Cihuatlco as her new subjects.
While the apes were distracted by their new queen, Yayauhqui sneaked into what he believed was the king’s tomb below the ziggurat and placed the amulet on the mummified remains he found there. As he had hoped, the amulet stirred the mummy to wakefulness. Unfortunately for him, Yayauhqui had placed the amulet on the wrong body. The witch doctor assumed that the large and powerful-looking mummy he discovered was that of the king. Only after it proved both uncommunicative and exceedingly hostile did he discover that he had not animated the dead king but his monstrous guardian—a girallon.
Wraith: ?
Flesh-Crazed Zombie: ?
Zombie Shambler: ?
Ghoul: ?
Mad Wraith: ?
Wraith Figment: When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control.
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control.
Decrepit Skeleton: ?
Grasping Zombie: ?
Abyssal Plague Animated Corpse:
The lowest form of the Abyssal plague can infect fresh humanoid corpses, resulting in ferocious hordes of reanimated dead bent on slaying every living creature in their path.
Exposed to the strange transformative powers of the Abyssal plague, a reanimated corpse attacks with a mindless ferocity, attempting to destroy any living creature in its path.
The animated corpse is driven by the malevolent will of the Chained God.

Dungeon 193
Harrag's Shadow: One of Lord Neverember’s agents has transformed Harrag’s shadow into an undead creature as a means to keep an eye on Harrag.
Grasping Zombie: ?
Wisp Wraith: ?
Shadow Stalker: ?

Dungeon 194
Decrepit Skeleton: The undead are animated by the Weeping Aspect of Avandra’s wrathful emotions, doomed to repeat an eternal danse macabre of the temple’s last days in the natural world while orc and goblin defilers were looting it.
Grasping Zombie: The undead are animated by the Weeping Aspect of Avandra’s wrathful emotions, doomed to repeat an eternal danse macabre of the temple’s last days in the natural world while orc and goblin defilers were looting it.

Dungeon 195
Karrnathi Undead: The Odakyr Rites—the ritual used to create the Karrnathi undead—isn’t a cheap form of Raise Dead. The original victim is gone. A Karrnathi skeleton doesn’t have the specific memories of the warrior who donated his bones. The military specialty of the undead reflects that of the fallen soldier, so only the bones of a bowman can produce a skeletal archer. However, the precise techniques of the skeleton aren’t those of the living soldiers. Rekkenmark doesn’t teach the bone dance or the twin scimitar style common to the skeletal swordsmen. So where, then, do these styles come from? Gyrnar Shult believed that the Karrnathi undead were animated by the martial spirit of Karrnath itself. This is why they can be produced only from the corpses of elite Karrnathi soldiers: an enemy corpse lacks the connection to Karrnath, while a fallen farmer has no bond to war. However, the Kind fears that the undead aren’t animated by the soul of Karrnath, but rather by an aspect of Mabar itself—that the combat styles of the undead might be those of the dark angels of Mabar. Over the years, he has felt a certain malevolence in his skeletal creations that he can’t explain, not to mention their love of slaughter. He has also considered the possibility that they are touched by the spirits of the Qabalrin ancestors of Lady Vol. The Kind hasn’t found any proof for these theories, but they haunt his dreams.
Wraith Figment: When the reaper blossom cluster kills a living humanoid, that humanoid becomes a wraith figment at the start of the cluster’s next turn.
A dim intelligence directs these malign flowers, reaper blossoms, whose toxic pollen can rapidly drain the life force from any living creature, spawning a terrible wraith in the process.
Although they are found throughout the Shadowfell, reaper blossoms are not naturally occurring. Those knowledgeable on the subject suspect that the flowers are Orcus’s creations. The blossoms’ diet of souls and ability to spawn undead gives credence to this belief, which has motivated the Raven Queen’s followers to declare reaper blossoms an affront to her.

Dungeon 196
Ghost Knight of Galardoun: People fiercely disagree on whether the ghost knight is itself undead, but most priests and sages say that it must be. None agree about its origin or essential nature.
Some say the ghost knight is the remains of an undead-hunting paladin who met with mortal misfortune but whose shining will and drive transformed him into an apparition dedicated to leading the living to put the dead to rest by destroying undeath.
Others just as stoutly claim that it is an animated magic item—perhaps directed and using the senses of its creator, now bound into it—intended to control or (in the words of Tonthyn, Battlepriest of Tempus in Zazesspur) “weed out the hosts of” undead by destroying some and aiding others.
Between these markedly opposed views, dozens of other explanations and theories exist.
One of the most interesting explanations is promoted by the wealthy sage and retired adventurer Authraun of Athkatla, who has tried to trace all the known journeys of the ghost knight and identify whom it was following or accompanying. He believes the ghost knight seeks individuals who have particular, nascent gifts so that it can impart, by touch, lore it possesses that will urge these people into certain quests that serve some purpose as yet unrevealed.
Perhaps a fallen god is seeking to rise again, and it requires mortal aid to do so: The deity might want to gather artifacts in a specific place or find suitable living bodies to possess, and the ghost knight is a lure acting on behalf of such a deity. Perhaps the ghost knight is all that is left of a deity or an exarch, and it seeks to slowly and painstakingly gather strength for an eventual return.
“Or perhaps,” counters the young sage Rarkriskran of Baldur’s Gate, “this is all so much fanciful piffle, and this so-called ‘ghost knight’ is nothing more than an enchanted helm whose magic was twisted awry by the Spellplague. Now the ‘ghost’ rides what it can imperfectly glean of the stray thoughts of nearby sentients, and these thoughts goad the helm into wild,
random behavior. In turn, we strain both creativity and credulity in our attempts to concoct explanations for this item.”
The old Sage of Shadowdale, Elminster Aumar, chuckles at Rarkriskran’s words, and responds, “The young and fierce so often seek to exalt themselves by belittling others. I was young and fierce, once.” He suspects that there might well be divine direction behind the ghost knight, but stresses that all the opinions he has heard thus far are speculation. No one has shown any special knowledge that suggests they stand close to the truth.
What Elminster has heard of the encounters and experiments, however, lead him to conclude that the ghost knight follows a purpose that’s something more than destroying undead. He believes it has a cause that various commentators and experimenters haven’t discovered yet. Elminster also suspects that the ghost knight is damaged—a remnant of a being once greater and more capable than it is now, and that at times it wanders from its mysterious purpose.
Wraith Figment: ?
Oblivian Wraith: ?
Wraith: When the oblivion wraith kills a humanoid, that humanoid becomes a wraith at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control.
Vampiric Mist Corruptor: ?
Death Knight: ?
Oath Wight: ?

Dungeon 197
Wraith: Created from the spirits of the Shadowghasts.
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master’s control
Blazing Skeleton: ?

Dungeon 199
Kvaltigar, Skeletal Frost Giant: Three years ago, Kvaltigar was the frost giant jarl, until he was betrayed and murdered by Grugnur, his brother. Grugnur burned the body and tossed the remains into the rift. However, Kvaltigar’s spirit refused to leave the mortal world.
Frost Giant Ghost: Once the loyal bodyguard of Jarl Kvaltigar, Hyrkzag was hunting elk in the mountains when Grugnur betrayed and murdered Kvaltigar to claim the Iceskull Throne. Upon his return, Hyrkzag was ambushed in the dragons’ caverns. Cut off from all avenues of escape, the bodyguard slew many of his kin but was forced into these caverns. He ultimately met his end at the hands of Grugnur’s swordthain, Gnotmir.
“In life, I was the sworn bodyguard of Kvaltigar, jarl of the frost giants and lord of the Iceskull Throne. Kvaltigar was betrayed—slain and set ablaze by his brother, Grugnur! In a rage, I carved a swath through my treacherous kin, but a rival named Gnotmir slew me before I could avenge my fallen lord.”

Dungeon 200
Dragonscale Slough: ?
Fire Giant Flameskull: ?
Fell Troll Wraith: When Snurre established his hall here, he slew the trolls already in residence. The festering evil of the Elder Elemental Eye prevented their foul spirits from resting easy.
Troll Wraith: When Snurre established his hall here, he slew the trolls already in residence. The festering evil of the Elder Elemental Eye prevented their foul spirits from resting easy.
Fire Giant Death Knight: ?
Flame, Skeletal Dragon: ?
Flame, Dragon Demilich: the Dragon Queen decided to turn him into a unique undead creature: a dragon demilich.

Dungeon 201
Undead: Reanimation Doorway trap.

Reanimation Doorway
Level Varies Trap
Object
XP Varies
Detect Perception or Arcana DC (hard)
Initiative —
Immune attacks
Triggered Actions
R
Effect
F Daily
Trigger: The corpse of a creature of a level up to the trap’s level + 3 passes through the doorway.
Effect (Immediate Reaction):
Ranged 1 (the triggering corpse); the target animates as an undead creature hostile to all other creatures. This creature has half the original creature’s full normal hit points, is immune to necrotic damage and poison damage, and gains the undead keyword. It has all the other statistics of the original creature and can make basic attacks, but the only powers it can use are the original creature’s at-will attack powers. The target remains animated for 1d6 + 4 rounds or until it drops to 0 hit points.
Countermeasures
F Disarm: Arcana (trained only) or Thievery, both DC (hard).
Success: The character defaces the right runes to disarm the trap.
Failure (by 5 or more): The character takes 8 + the trap’s level necrotic damage.

Dungeon 202
Cinder Zombie: ?
Skeleton Mob: ?

Dungeon 203
Ghost Kraken, Thalarkis: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis.
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below.
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship.
Rukos: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis.
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below.
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship.
Torgath, Half-Orc Revenant: The Zephyr’s boatswain, a half-orc named Torgath, attempted to gather support to overthrow the captain and save the crew members from what he believed to be certain doom. Captain Rukos’s behavior had grown erratic and dangerous in the months preceding the kraken hunt. Torgath believed the sword Everdare compelled Rukos to put his ship and crew in unnecessary jeopardy.
The captain ferreted out the conspiracy before Torgath could gain the full support of the crew. He confined the half-orc to the brig, and Torgath drowned alone in his cell when the ship was pulled under.
Torgath still inhabits his cell beneath the waves. The Raven Queen reanimated him as a revenant so that he might bring true death to the kraken and the captain, both of whom now haunt the wreckage of the Zephyr as restless spirits.
Atropal Deathscreamer: The birth of a deity is a rare event, and a delicate matter that requires the precise balance of stupendous forces. If anything goes awry, the result is a monstrosity: an undead husk animated by residual divine energy, thirsting for the power it never attained.

Dungeon 206
Zanifer Karisa: Zanifer Karissa served as a captain in the Last War, conducting reconnaissance behind enemy lines in Breland. Before the King’s Dark Lanterns could catch up to her, she returned to Karrnath with critical military intelligence and earned herself a medal and an audience with Regent Moranna ir’Wynarn. Suspecting that the Dark Lanterns might have coerced Zanifer, Moranna turned the captain into a vampire and used her hold over the new spawn to discover the truth: Zanifer was not a double agent after all, but always had been a loyal Karrnathi soldier.
Sharn Vampire Spawn: Zanifer isn’t fond of her employer, but she remains a patriot. Her family died in the Last War, and all she has left is her loyalty to the Karrnathi crown. She obeys Torr’s orders without question, and she has turned some of Sharn’s dregs into vampire thralls under her command.
Flameskull, Eldreth Zanderraum: ?
Death Husk Stirges: ?

Dungeon 207
Abyssal Ghoul: Vaden created the ghouls from the corpses of former members entombed in the catacombs.
The ghouls were created by Vaden from preserved human corpses in the catacombs.
Darzaan, Ghost Beholder: ?
Count Strahd von Zarovich: On the day of Sergei and Tatyana’s wedding, Strahd murdered his brother and pursued the grieving bride until she flung herself from the walls of Castle Ravenloft. Strahd was slain by the castle guards but rose as a vampire, cursed by the dark powers of Ravenloft for his hand in the deaths of Sergei and Tatyana.
Leo Dilysnia, Vampire: Leo attempted to overthrow Strahd on the day of Sergei and Tatyana’s wedding, and his henchmen were responsible for many deaths that night. Leo fled and went into hiding for half a century, but Strahd eventually discovered his whereabouts and exacted his vengeance. He turned Leo into a vampire and had him buried inside a tomb, so he would starve for eternity.
Years later, with the help of a loyal subject named Lorvinia Wachter, Strahd found Leo, overpowered him, turned him into a vampire, and had him sealed inside a mausoleum on the Wachter estate, to starve for eternity.
Halfling Ghast: The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast.
Ghoul: The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast. She has been attacking smugglers that have been conducting shady dealings near the Tser Pool, and several of her victims became ghouls.
Patrina Kelikovna: Patrina sacrificed animals to the powers of shadow and ended up attracting the attention of Strahd von Zarovich. The count sought to make her his vampiric bride, and Patrina gladly submitted to his advances. When Patrina tried to feed upon an elf child to seal her transformation into a vampire, Kasimir and the other elves stoned her to death. They surrendered her body to Strahd, who interred her in Castle Ravenloft’s crypts, and Patrina soon arose as a banshee.
Dread Archer: Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors.
Dread Marauder: Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors.
Zombie Shambler: ?
Vampire: Any humanoid Leo slays with his bite becomes a vampire or a vampire spawn.
Vampire Spawn: Any humanoid Leo slays with his bite becomes a vampire or a vampire spawn.
Elder Vampire Spawn: Leo Dilysnia has turned a handful of White Sun monks into vampire spawn.
The four chanting figures are vampire spawn created by Leo.
Forsaken Shell: The four corpses lying in the middle of the chapel are undead horrors created by Leo.
Death Kin Skeleton: The skeletons are the reanimated remains of Ba’al Verzi assassins whom Leo dug up and brought to the monastery with him.
Vampiric Mist: ?
Zombie Strangler: ?
Zombie Strangler Hand: ?

Dungeon 208
Grasping Zombie: In the long-forgotten calamity that befell this mine, the passages to this section collapsed. Many miners were trapped here and live on in undead misery.
Trapped Zombie Foreman: In the long-forgotten calamity that befell this mine, the passages to this section collapsed. Many miners were trapped here and live on in undead misery.
Brackenbite, Haures: Brackenbite, a haures, was touched by Lolth.

Dungeon 209
Death Mold Zombie: A Small or Medium target reduced to 0 hit points or fewer from a death mold attack dies and immediately becomes a death mold zombie.
Mummified Cyclops: ?
Mummified Crocodile: ?
Tloques-Popolocas, Vampire: ?
Olman Zombie: ?
Ayocuan, Wight: ?
Daughter of Chitza-Atla, Mummy: ?

Dungeon 210
Wraith: ?
Wraith Figment: When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
Blazing Skeleton: ?

Dungeon 211
Wraith: When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
Wisp Wraith: ?
Fin, Ghost: As the characters search the cemetery for clues, they sense the presence of an invisible ghost—the vestige of a young boy named Fin who was trampled to death by a horse three years ago.
But communing with Fin’s spirit reveals that someone has plundered his remains, and indeed, characters who dig up the graves discover that most of them are empty.
Why are you not at rest? “My bones! Gone!”
Four years ago, a local farmer named Holgar Razlek found the boy stumbling through a field in the dead of winter, half frozen to death. Brigands had killed his parents and older sister, forcing the boy to flee his distant homestead. Holgar took the boy in, even though his wife and sons weren’t thrilled with the idea.
Fin lived with the Razleks for less than a year. One fateful evening, a horse trampled him to death while he was crossing the road in front of the family’s cottage. The horse was pulling an ale wagon, and the dwarf merchant at the reins wasn’t local. The merchant swore that he didn’t see Fin dart in front of his horse and wagon until it was too late.
Karla was relieved when Fin died, because he was deeply troubled and required her undivided attention. She and Holgar also confess that Fin suffered from constant nightmares about the brigand attack that killed his family. His screams woke the household and frightened the other boys, and other members of the household would occasionally hear voices and sounds of the brigand attack as though it were happening in their home, suggesting that Fin had the power to project his psyche.
Undead: Talther Yorn instructed Grygori to steal bones from the Baron’s Hill cemetery on moonless nights over the course of several months. The necromancer has been grinding the bones to a fine powder, which he combines with other ingredients to create a necrotic admixture that transforms living creatures into undead horrors. He has been testing this foul concoction on assorted animals, a few wayward travelers, and a mob of goblin underlings.
Hound of Ill Omen: ?
Ghast: Talther Yorn hired Grygori Dilvia to plunder ancient barrows and battlefields for bones, and Grygori enjoyed the mindless work. The spirits of the dishonored dead cursed Grygori and slowly transformed him into a ghast.
Goblin Zombie: The book on the lectern contains Talther Yorn’s meticulous notes (written in Common) about his various alchemical experiments, most of which focus on the reanimation of dead tissue and the creation of zombies by alchemical means. The pages to which the book lies open list the ingredients and instructions for creating a necromantic fluid that Yorn unimaginatively refers to as bone juice. According to the book, this substance can turn a living creature into an obedient zombie without the need for an animation ritual. A quick read of Yorn’s tome provides the following information:
F Creating or using bone juice is an inherently evil act.
F When bone juice is injected into a living subject, death comes quickly. Within an hour, the corpse reanimates as a weak-willed zombie under its creator’s control.
F The bone juice admixture must be perfect. Many of Talther Yorn’s early bone juice concoctions killed his subjects without reanimating them.
F The key ingredient in bone juice is powdered bone. Talther recently discovered that the more diseased the bone, the greater the chance that the “end result” (in other words, the zombie) will go berserk. Thus, the bones of the elderly are less desirable than the bones of the young.
F Talther’s last entry reveals that he recently injected bone juice made from the remains of a child named Fin into a “willing” goblin subject, and the experiment was successful. The goblin is unnamed, but Talther remarks in passing that the creature has only one eye.
If the characters goad him into talking about what he did with Fin’s bones, he gloats that he ground the bones to powder, mixed the powder with some other ingredients, and injected the concoction into a goblin to turn it into a zombie
Small creature killed by bone juice injection.
The necromancer ground the young boy’s bones into powder and used the powder as an ingredient in the bone juice that transformed a helpless one-eyed goblin into a goblin zombie.
The necromancer lured a gang of goblins to his stronghold and has been using them as test subjects. He has turned several of them into zombies and tricked the others into thinking this transformation makes them more powerful.
Goblin Zombie Bugsack: ?
Skeleton: ?
Phantom Warrior: ?
Flesh Tapestry: Talther Yorn stitched and animated this undead creature, which tears itself free of the iron rod and flops across the floor in pursuit of prey.
Skeletal Cats: The three skeletal cats were once Talther Yorn’s living pets. They do not attack unless either the characters attack them first, or their master commands them to do so. Left to their own devices, they follow the characters wherever they go, occasionally getting underfoot while remaining aloof. The cats lack the ability to purr, yowl, or make other vocal sounds, but their bones and claws click eerily when they move. If a character makes any effort to befriend the skeletal cats, they might exhibit behavior that seems friendly, such as attacking a goblin zombie, fetching a thrown object, or leaping into the character’s arms. This behavior hides their true loyalty to their longtime master and creator, Talther Yorn.
Zombie Shambler: Non-small creature killed by bone juice injection.
Hulking Zombie: ?
Vampire Necromancer, Talther Yorn: Hoping to erase an old injury, the necromancer became a vampire, and he has continued to conduct his evil experiments within his secure underground sanctuary to this day.
The necromancer recently transformed himself into a vampire.
Talther Yorn recently performed a necromantic ritual that transformed him into a vampire
Ghoul: Before he found Severine, Talther Yorn employed a trio of bandits to do grunt work. They started to demand too much money for their labors, so Yorn had them killed and then brought them back as subservient ghouls.
The ghouls are the remains of three human bandits who used to perform odd jobs for Talther Yorn until they demanded a little too much money for their services.
Echo Spirit: Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth’s recent corruption of the area has awakened one of these remnants as an angry undead creature.
Spirit Echo: Echo Spirit's Spiritual Echoes power.

Bone Juice Syringe
Standard Action M Syringe (necrotic, weapon) F Recharge if the attack misses
Attack: Melee 1 (one dazed, restrained, stunned, or unconscious creature); +8 vs. Reflex
Hit: 2d4 + 15 necrotic damage. If the damage reduces the target to 0 hit points or fewer, the target dies and rises as a zombie shambler (Monster Vault™, page 295) at the start of its next turn. (A Small creature uses the goblin zombie statistics instead.) A new zombie has a 50 percent chance to be free-willed. Otherwise, it obeys its creator.

Minor Actions
m Spiritual Echoes F Recharge when the spirit uses psychic reverberation
Effect: Three spirit echoes appear within 10 squares of the spirit. These creatures act just after the spirit in the initiative order.

Dungeon 212
Hyena Spirits: ?
Witherlings: The bone pit is safe, at least until the fang of Yeenoghu in area 3 is killed. As soon as he dies, the bones come to life, spurred into action by Yeenoghu himself.
Zombie: ?
Zombie Rotter: ?
Ghoul: ?

Dungeon 214
Shambling Mummy: ?
Skeletal Tomb Guardian: ?
Wraith Figment: When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
Sovereign Wraith: ?
Vampire Night Witch: ?
Dread Guardian: ?
Karrnathi Skeleton: Kassia’s mind shattered at the loss of her family, and she cloistered herself in her home for months. She pored over texts that her family had accumulated over several generations. In time, she discovered a tome written by a priest of the Blood of Vol and recited a ritual from its pages to raise the remains of her family and restore her happiness.
The remains of Kassia’s husband, sons, and daughter rose as Karrnathi skeletons.

Dungeon 215
Decay Mummy: ?
Ragewind: ?
Tormenting Ghost: ?
Dread Zombie Slayer: ?
Coffer Corpse: The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane.
Feasting Zombie: ?
Lacedon: ?
Rot Grub Zombie: ?
Sovereign Wraith: ?
Wraith Figment: When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.

Dungeon 216
Undead: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures.
Culdred: Culdred is Hazakhul’s favored apprentice. He oversees the watchtowers when not studying the necromantic arts to further understand and exploit the effects his master’s failed ritual had on them. Through his studies he has altered his already unnatural state to become a flameharrow.
In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures.
Red Arcanian Apprentice: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures.
Hazakhul: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures.

Dungeon 218
Undead: As they battle the mercenaries in Ghere Thau, the characters notice that some of the enemies immediately rise as undead (often wights) when they fall.
Characters who befriend (or interrogate) the more knowledgeable mercenaries learn the truth: the spirits of the dead soldiers lingered on the battlefield in Ghere Thau after death, and they desperately merge with the recently slain, trying to return to life.
Karlerren’s undead army and the knights of Argramos were bitter foes in battle, but after death the knights of Argramos have become undead—even if they don’t realize it. The fading energy of Karlerren’s desperate necromancy persists, preventing the souls of the fallen from moving on from Ghere Thau.
Those souls are invisible, intangible, and unreachable most of the time, and they aren’t strong enough to spontaneously rise as undead such as wraiths or specters. But if someone else dies nearby, the trapped soul can combine with the recently deceased—a phenomenon that Zarudu, a foulspawn seer working with the mercenaries, calls “soulmerging.”
The soulmerged spirit manifests as an undead (each encounter specifies what sort of undead rises) 1 round after the soulmerge occurs, and the creature is hostile to the characters. The power of the creature before it died doesn’t matter; a lowly minion can become a challenging undead foe 1 round later.
After it rises from death, the soulmerged undead draws necromantic power from the trapped soul but retains the motivation and basic personality of the recently deceased. Thus the new undead attack the characters, not any former allies who are still living. (See the “If a Character Dies” sidebar for what might happen to a dead character.)
Zarudu hasn’t figured out why some deaths in Ghere Thau result in spontaneous undead creation, but others don’t. He doesn’t realize that the trapped souls (mostly knights of Argramos) were proud in life, and even after death merge only with Medium humanoids—creatures whose forms are familiar to them. The ettins, ogres, and more unusual members of Trask’s mercenary company won’t soulmerge after death.
✦The undead are rising because the souls of the knights in Ghere Thau weren’t buried properly and seek new bodies (somewhat true; Karlerren’s necromancy is another major factor). Zarudu calls the process “soulmerging.”
✦✦The souls in Ghere Thau seem to be somewhat picky about the bodies they claim. They won’t inhabit an ogre or an animal (somewhat true; they inhabit only Medium humanoids).
✦✦The undead in Ghere Thau keep the motivations and personality they had in life . . . at first. After about an hour, they start to talk more like knights of Argramos for brief moments, then descend into unintelligible madness.
✦✦Some undead in Ghere Thau seem wight-like, while others are more like mummies, and Zarudu can’t figure out why. Unless he sees a vampire rise in this room, Zarudu doesn’t know that’s possible.
Wight: As they battle the mercenaries in Ghere Thau, the characters notice that some of the enemies immediately rise as undead (often wights) when they fall.
Shambling Mummy: Whenever a human transmuter dies in Ghere Thau, a shambling mummy rises in the same square at the initiative point where the transmuter would next act.
2 cambion wrathborn (which animate as shambling mummies when dropped to 0 hit points in Ghere Thau).
1 medusa venom arrow, 1 medusa bodyguard. (When either medusa drops to 0 hit points in Ghere Thau, it animates as a shambling mummy.)
When a medusa dies in Ghere Thau, the snakes fall out of its head and it rises as a shambling mummy the next round.
Battle Wight: A battle wight replaces the chained cambion when it falls in Ghere Thau.
2 dragonborn mercenaries (which animate as battle wights when dropped to 0 hit points in Ghere Thau).
When the cambion dies in Ghere Thau, it becomes a battle wight.
1 cambion infernal scion (animates as a battle wight when dropped to 0 hit points in Ghere Thau).
When the infernal scion dies in Ghere Thau, she rises as a battle wight.
Revenant: Most characters are Medium humanoids and thus are vulnerable to soulmerging if they die. If a character dies in Ghere Thau and a Raise Dead ritual isn’t available, ask the player whether continuing as a friendly undead is an interesting direction for the character.
If the player is amenable, provide access to the revenant, published in Heroes of Shadow and Dragon #375. It should take a player only a few moments to subtract out the old racial benefits and add the revenant’s benefits (retaining the old race as the “past life” of the revenant).
Turning a character into a revenant—voluntarily!—bends the “rules” of the soulmerged undead, but it does so for a good cause. You can justify it by saying that the character’s uncommon willpower channeled Karlerren’s necromantic energy into reanimation without involving any of the knights’ spirits
Vampire Night Witch: When either foulspawn dies in Ghere Thau, a vampire night witch rises in the same square in the foulspawn’s next initiative point.
Lingering Warrior Spirit: ?
Unhallowed Wights: When the human thugs die in Ghere Thau, they become unhallowed wights.
The human thugs, if killed in Ghere Thau, become much more deadly unhallowed wights.
2 human thugs (which animate as unhallowed wights when dropped to 0 hit points in Ghere Thau)
Mummy Tomb Guardian: 3 cambion wrathborn (which animate as mummy tomb guardians when dropped to 0 hit points in Ghere Thau).
Wrathborn that die in Ghere Thau become mummy tomb guardians.
Battle Wight Commander: 1 cambion infernal scion (which animates as a battle wight commander when dropped to 0 hit points in Ghere Thau),
If Trask isn’t able to kill himself by falling in Ghere Thau, he rises as a battle wight commander and fights until destroyed.
Vampire Spawn: Declaring his triumph over death, Rasmus offered the “gift” of immortality to his loyal disciples, slaying them and raising them as his spawn.
Ghoul: The Ironhearts arrived in Arnesbloom just as the cult completed a ritual that slew every living soul in the town, including the hapless adventurers. The cult offered the souls to Orcus, who caused them to rise again as ghouls.
The town’s attempt at a new “life” is imperiled by the presence of the slain cultists, who have also risen as ghouls and insinuated themselves into the population.
The Ironhearts arrived in Arnesbloom before the cultists of Orcus completed their ritual, but they were too late to stop it. They were transformed into ghouls along with all the townsfolk.
Some of the cultists were killed during the initial confrontation and have since risen as ghouls themselves.
Ghoul Ambusher: ?
Alwar Thornwhistle: ?
Ravenous Ghoul: ?
Adept of Orcus: ?
Ghoul Flesh Seeker: ?
Headless Corpse of Rasmus: The vestige of Rasmus’s spirit that inhabits the corpse causes it to reanimate.
Head of Rasmus: ?
Wraith: This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple.
Mad Wraith: This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple.
Sovereign Wraith: This chamber, once the entryway to the temple, became the place where Rasmus granted his “blessing” to his disciples, transforming them into vampire spawn. The spawn were slain centuries ago by Arne and her companions, but their restless spirits have been awakened by their master’s return to the temple.
Wraith Figment: When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
When the mad wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
When the sovereign wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
Rasmus Vampire Lord: Centuries ago, a powerful cleric of the Raven Queen named Rasmus forsook the teachings of his god and began using the power she had granted him to unnaturally extend his own life. Eventually, magic alone was no longer enough to sustain Rasmus, so he undertook forbidden rites in which he drank offerings of blood made by his disciples to prolong his life indefinitely. The dark magic of the rites corrupted the cleric, transforming him into a vampire.
Anja Silvermane: ?
Zombie Shambler: ?

Dungeon 219
Skeletal Ravager: ?
Ghoul Flesh Seeker: ?
Grasping Zombie: ?
Blazing Skeleton: Vontarin’s ghost, still possessing Nathaire’s body, decides to drive off the townsfolk of Duponde. He animates a wave of undead attackers and sends them against the town.
Decrepit Skeleton: Vontarin’s ghost, still possessing Nathaire’s body, decides to drive off the townsfolk of Duponde. He animates a wave of undead attackers and sends them against the town.
Flesh-Crazed Zombie: The twig blights and zombies gain their dark vitality from Vontarin’s ghost.
Vontarin, Mad Ghost: This creature is a hateful remnant of the evil necromancer’s soul.

Dungeon 220
Burned Witches: These charred skeletons are the remains of witches Willifer reanimated.

Dungeon 221
Skeletal Legionary: The family buried here suffered a curse, and so undead linger in the vault.
Wraith: The family buried here suffered a curse, and so undead linger in the vault.
Wraith Figment: When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith’s next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check.
Death Mold Zombie: ?
Sir Tavil Soarvaren: Tavil is now languishing in the service of Gryznath, who has reanimated the deceased paladin as a battle wight.
Battle Wight: Gryznath recently slew a group of knights from Elturgard and removed a silver gauntlet from the body of their leader. He then used black magic to animate the knights’ corpses into talking undead.
Gryznath recently slew a group of knights from Elturgard and removed a silver gauntlet from the body of their leader. He then used black magic to animate the knights’ corpses into talking undead. (Garloz can describe the undead well enough that someone who succeeds on a DC 17 Religion check can guess the creatures are wights.)
Gryznath, Chosen of Faluzure: As a Chosen of Faluzure, the dragon god of undeath, Gryznath enjoys certain benefits. Left unattended, his corpse animates as an undead version of itself in an hour.
Vampiric Mist: ?

4e 2nd Party
D1 Neverwinter Tales
Vampire: ?
Flesh-Crazed Zombie: ?
Grasping Zombie: ?

4e 3rd Party
Adastra Nucleus
Xori Servitor: ?
Xori Laborer: ?
Xori Brute: ?

Alluria Campaign Setting Guide
Lord Varquil, Lich: ?

Amethyst: Foundations
Undead: Before the time of man, when the war with the dark forces of Ixindar was sweeping the planet, a group of corrupted rebels created a land that refused to follow either path. They embraced the negative energy of Ixindar but believed it could be controlled to convert all life to death and that death was the true gateway to everlasting power. Within these insurgents formed the initial lords of decay, the ghu-lath (creatures of darkness that have gone by dozens of names throughout human history). They created armies of mindless undead and forged a kingdom to call their own.

Asuang: Shapechanging Horrors
Tianak: The tianak are tiny undead created from infants and the unborn and given a profane hunger for human flesh.
Other asuangs take this connection to ghouls a step further, using their blood as a component in a foul ritual. They take the corpse of an infant, be it stillborn or taken forcibly from the womb of its dead mother, and infuse their foul blood onto the tiny corpse. The result is a tianak, a miniature ghoul that inherits the asuang’s shapechanging ability.
The ritual transforms them so that they appear to be around the same size as a child that can already crawl. Curiously, they also possess a stunted leg in this form. Those well-versed in the art of ritual casting believe that he stunted leg is the cost of the slight growth spurt.
Tianak Swarm: From time to time, the tianak finds others of its cursed kin. These tianaks form into a tianak swarm, and are more straightforward as a group compared to when they act alone.
Ghoul: An asuang’s taste for humanoid entrails makes them highly susceptible to becoming ghouls.

Blackdirge's Dungeon Denizens
Ash Guardian: An ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse. The angry spirits of the slain infest the earth itself with an unimaginable thirst for revenge, ultimately congealing into a single entity capable only of hate and evil.
An ash guardian is a creature filled with dark energy of the Shadowfell. It is a terrible amalgamation of many tortured souls, their deaths combined into a single note of shrieking anger and pain.
Bone Swarm: Created from failed necromantic experiments or arising spontaneously from ossuaries and bone yards, bone swarms are writhing masses of bony debris.
Bone Swarm Grave Swarm: Grave swarms are the result of terrible amounts of necromantic energy released in an area with many corpses or skeletons, such as a battlefield or graveyard.
Deathwarg: They are created by powerful necromancers, and are often used to hunt down and kill the enemies of their masters.
Deathwargs are undead wolf-like creatures created via an obscure necromantic ritual. Although mortal warlocks and wizards are capable of creating deathwargs, they usually serve powerful undead spell casters, such as liches and vampires.
Deathwarg Wightwarg: ?
Deathwarg Lichwarg: ?
Flayed Horror: Flayed horrors are undead created by particularly evil and cruel necromancers to serve as guardians or bodyguards. 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.
Flayed horrors are created through a horrific necromantic ritual called the flensing. The unfortunate individuals forced to endure this ritual are slowly flayed alive, and just before death, their bodies are infused with necromantic energy. This process creates a skinless, undead abomination, wracked with constant pain, and eager to replace its lost skin with that of humanoid victims.
Undead: As often as not, a disaster that creates the living tear or living catastrophe also creates a large number of undead; the only creatures that can truly tolerate the aura of pain and grief generated by the ooze-like horrors.
Ghoul: The price for Malotoch’s aid is steep; some whom she saves are allowed to live with merely their souls as payment, while others are transformed into ghouls or rooks as part of the exchange.
Shambling Skullpile: 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.
Xochatateo: Xochatateo are filthy undead humanoids, created from the sacrificial victims of particularly vile and bloodthirsty cults. Each bears a similar wound upon its chest, where its still beating heart was cut from its body just before the death of its corporal form. For some reason, the xochatateo lives on; a tormented creature cursed to exist between the realms of life and death, constantly seeking the hearts of the living to replace the one that once beat within its chest.
It is unclear as to exactly why the xochatateo are created. Some scholars argue that they are created when a sacrifice ritual is conducted incorrectly; others believe that they are created when the subject being sacrificed simply refuses to die. A few cynics even believe that xochatateo are nothing more than a cruel god’s joke. Regardless of the reasons why the undead creature is created, there is no disputing how they come into existence: During a sacrifice ritual, when the still-beating heart is ripped from a humanoid creature’s chest, for some reason that creature does not die. Instead, it is reborn as a cruel, savage creature with a taste for mortal flesh.
Greater Xochatateo: ?

Blessed by Poison
Undead: Black skull spiders are infused with negative energy, and may animate and control a limited amount of undead.
Goblin Zombie: Black skull spiders are infused with negative energy, and may animate and control a limited amount of undead (in this case four goblins zombies).

Castoffs and Crossbreeds
Wicht: The first wicht were a legion of notorious robbers and bandits who became undead together through the curse of a slain high priestess. The cleric witnessed the pillaging of her city, the raping of her church, and the defiling of her own body with stoic silence that made the raiders uneasy. Then, with her dying breath, she punished them and their descendents with a fate worse than death.
Wicht are able to breed with humans and some demihumans and humanoids, resulting in rare wicht being born rather than created.

Child of the Dawn
Rot Slinger: ?
Giant Mummy: ?
Abyssal Ghoul Myrmidon: ?
Larva Mage: ?
Nightwalker: ?
Lich Eladrin Wizard: ?

Claw Claw Bite 18
Drelnza, Vampire Warrior-Maiden: ?

Combat Advantage 9 Revenant
Undead: Revenant Paragon Path
Revenant Paragon Path Prerequisite: Con 13. Your character must have died prior to gaining this path.

Combat Advantage 13 Dark October
Ghosts of Tieflings Past: Our worlds are inhabited by ancient kingdoms, lost ruins, and crypts of the walking dead - emblems of a forgotten past still seeping into our present campaigns. We never forget the paths of the dead and those who remain behind to guard these entrances, these wards connecting the shadowy realm of Death to the vibrant land of the Living. While some do so willingly, others cannot break themselves from the bonds of the past and remain as haunting spirits eternally locked in our world.
The area pulses with necromantic energy. If the hero makes an active check and is a follower of the Raven Queen, the presence of her exarchs flavor the energy. The necromantic energy is not necessarily evil, but it is warped into believing it must fight to be released.
There is definitely a portal to the Shadowfell that does not seem to be working. It seems to be in stasis, holding back portions of the energy required of the Shadowfell from those that seem to have fallen in battle here.
2,500 years ago a great battle took place here between a tiefling army and a massive beast from the Elemental Chaos. Tradition and epic poetic sagas tell of a rift that opened into the world from there and unleashed a powerful behemoth, larger and stronger than any dragon. The beast was defeated, but destroyed not just the entire tiefling army, but the nation that sent them to defeat it.
Tiefling Revenant: ?
Revenant Tiefling Sergeant: ?
Revenant Tiefling Officer: ?
Revenant Tiefling Commander: ?
Tiefling Shadow Revenant: ?
Revenant Tiefling Warlord: ?

Creature Collection - A Compendium of 4th Edition Monstrous Foes
Acid Shambler Ghoul: The acid shambler is one of many horrors spawned in the aftermath of the Divine War. The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichors that surge through their dead veins both animate and deteriorate them, eating them from the inside out due to the highly acidic properties.
Ghoul Hound: ?
Ghoul bloodhound : ?
Ice Ghoul: 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 ghouls 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.
Ice Ghoul Reaver: ?
Poisonbearer Ghoul: The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead.
Overghast Ghoul: Theories about 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, and that they are most common in southern Termana, near the Ghoul King’s island realm.
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 fiendish low cunning.
Bone Horror: A bone horror is not technically a skeleton. Its "body" is a mix of humanoid and sometimes animal skeletons. No one knows what dark magic created these monsters. They are thought to arise from the grisly remains of scattered battlefields where large amounts of necromantic energy have been used. Yet some rumors claim that they were made when a wizard's experiment went catastrophically wrong; others suggest that they are the remains of mortals cursed by a vengeful power for wrongs committed against the gods.
Bone Lord: ?
Burned One: The faithful of Vangal are granted power and strength, but woe to the servant who turns his back upon his dark god or who commits sacrilege in his quest for power. If captured, these unfaithful 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.
Shackledeath: ?
Thunderbones: These intimidating creatures appear in many of the homes and workshops of accomplished necromancers, particularly those of Hollowfaust. Although the ritual involved in their creation is complex, the concept itself is simple: cover a large animated skeleton with rune-covered iron, and bestow magical abilities upon its bladed claws.
Slarecian Ghast: Some say that when the Slarecians were set upon by both gods and titans, the only way that ancient race could survive was to kill themselves rather than suffer eternal torment. Stories diverge from there: Some say that Slarecian ghasts and shadows are all that remain of a great civilization, while others attest that such creatures are but a sampling of undead Slarecians that thrives beneath the ground.
Regardless, there is little dispute that the ghasts were once Slarecians.
Slarecian Shadow: Some say that when the Slarecians were set upon by both gods and titans, the only way that ancient race could survive was to kill themselves rather than suffer eternal torment. Stories diverge from there: Some say that Slarecian ghasts and shadows are all that remain of a great civilization, while others attest that such creatures are but a sampling of undead Slarecians that thrives beneath the ground.
Slarecian shadows are thought to have been spies or assassins for their people, but this role cannot explain why they are still encountered and, evidently, still spy on others.
Slarecian Shadow Lord: ?
Slon Gravekeeper: ?
Alley Reaper Specter: An alley reaper is the spirit of an assassin or cutthroat who died with blood on his hands. Belsameth, considering that person particularly ruthless, cunning, and deceitful, gave him an extended lease not on the world, but on life.
Dread Reaper Specter: ?
Specter Swarm: ?
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, golden-hearted scoundrels, 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, a blessed individual turns her back on sacred pacts and heeds instead the call of self-interest. Usually, once this hero loses her way, using her mighty skills to indulge her dark desires, there is no turning back: Such a violation of sacred trust earns the eternal enmity of the gods. When such a fallen soul reaches the end of her life, nothing but an eternity of torment awaits her.
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 of his deity’s faith. Now the deathless blackguard travels the world spreading terror and pain, drowning innocent kingdoms in blood and leading young knights to their doom.
Unhallowed Knight: ?
Unhallowed Champion: ?
Forsaken Priest: There is no greater crime in the eyes of the gods than that committed when a servant of some holy sect forsakes her vows and uses her influence to lead innocent members of the faith down paths of corruption and iniquity. The forsaken priest is a creature who has betrayed the highest offices of her god and, since that time, has been a force for evil and temptation.
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 of coins. And now, in death, there is no treasure in the world great enough to buy his way out of damnation.
Wraith: Unquestionably the most frightening aspect of any wraith is its ability to create new wraiths from its slain victims.
Mist Walker: ?
Mist Haunter: ?
Blood Zombie: Blood zombies are the undead remains of sailors who died on the Blood Sea.
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, instead 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 nothing more than gigantic rotting husks. Once the bodies are magically and surgically altered, they are then reanimated and sent out against the Ghoul King’s foes.
Carcass Spawn: ?
Chrdun-Slain: The god Chardun, the Great General, awards distinguished soldiers and units the gift to carry on their wars after death; Chardun-slain normally rise one full year after their mortal deaths, though, apparently at the behest of the Great General, to resume whatever assignment cost them their lives, be it laying siege to a town, guarding a bridge, or winning a battle.
Chardun-Slain Warrior: ?
Chardon-Slain Captain: ?
Tattooed Corpse: The sorceresses of Albadia are said to have perfected the arcane practice of tattoo magic. What is less known is the darker side of this skill, now widespread, in which tattoos are drawn by necromancers or tribal shamans to inscribe enchanted patterns upon reanimated corpses. These enhanced zombies are often sold to wealthy clients for use as guards.
Tattooed Corpse Mage: ?
Soulless Creature: Prerequisite: Humanoid or magical beast.

Critter Cache 5: Daemons
Necrodaemon: Necrodaemons are created with soul larvae that have been infused with necrotic energy. These undead larvae are then submerged in the Sea of Thalassaima, where the divine and elemental energies flowing in the bloody sea act as a catalyst, causing the larvae to undergo a swift transformation into a fledgling necrodaemon.
Necrodaemon Soulstalker: Necrodaemons that please their masters may be rewarded with an infusion of soul energy that transforms them into necrodaemon soulstalkers.

Death Dealer Shadows of Mirahan
Horde Foot Soldier: Exhumed from ancient battlefields and war-torn lands by foul magic, these skeletons wear rotting, makeshift armor collected from their foes and fallen comrades, and fight with crude spears.
Horde Heavy Infantry: In life, they were mercenary captains, knights, and valiant swordsmen.
Shadow Wolf: Dread hounds, composed of flayed flesh, rotting muscle, and bleached bones, shadow wolves travel on the heels of the Shadow Horde, picking off weakened survivors and wretches wounded in the conflict.
Horde Archer: ?
Shadow Knight of Mirahan: ?
Shadow Titan: Towering giants composed of dead corpses, blood meal, and rotting gore, shadow titans are fearsome foes, laying waste to enemies with a single swing of their great mauls.
Dragas: Unlike the rest of the faceless horde, each dragas is unique, called to un-life by a demonic patron.
Horde Warrior: ?
Skeletal Minions: These pits are where the demon lord created his first skeletal minions — the dread demon zombies that would spread their undead infection to corpses across Iparsia. The pits are filled with thousands of seething grubs atop rolling beds of bones. The worms give off a faint green luminescence, but taken together, the pulsing green light is sufficient to light the entire cavern.
However, woe to PC that should tumble into the pits: the larva swarm up around the hero, drawing him under the tide of devouring worms. Any creature that perishes in the pit emerges 5 rounds later, an undead, skeletal foot soldier, utterly subservient to Mirahan.
Mother Dragas: ?

Devilmire Mountain
Boneclaw: ?
Abyssal Ghoul: ?
Bodak Skulk: ?
Bodak Reaver: ?
Death Knight Human Fighter: ?
Abyssal Ghoul: ?

Domains of Dread – Pellios The Raging Vale
Lady Lauren: Rare as it is, Hallik was triumphant in breaking the bond he shared with the demon. In the process, his mind was wiped of all compassion, aside from the love of his dead wife. It was then that the defeated demon brought back Hallik’s true love. Her burned body rose, powered by the evil of the demon.

Domains of Dread: The Howling Halls of Turmain
Deena: Deena was dead. She actually died within the first week of arriving in Pandemonium. She met her end at the hands of one of the rogue groups of insane wanderers that call the plane of madness home. The terrible part of it all is that she didn’t stay dead.
The day after her death, she awoke as something much worse than the rag-tag band that had killed her. She swore to find the man that had seduced her, made her lose her child, and damned her to her fate on Pandemonium.

Dungeon Crawl Classics 54 Forges of the Mountain King
Dwarf Ghoul: Once stalwart defenders of the dwarven enclave, in death, the dwarves have risen as accursed ghouls.
Giant Skeletal Water Snake: Once the water snake fed off the rats drawn to the dwarves’ trash pits. In the ensuing years, the snake died, only to rise again with the corruption cast off by Azon-Zog and the polluted Forge of Kings.

Dungeon Crawl Classics 55 Isle of the Sea Drake
Rotspitter Corpse: ?
Zombie: Corpses are planted feet-down in the earth next to the corn, beans, and squash, and after the old priest conducts a dreadful ritual, they also “grow,” rising again as undead.
Each of the bodies buried in the field have pulverized onyx in their mouth, eyes, and ears, and over their heart. A DC 20 Religion check would recognize this as part of an unholy reanimation ritual.
Amiquitli: ?
Zombie Composter: ?
Charnel Hound: ?
Skeletal Leopard: ?
Burning Ape: ?
Skeletal Brave: ?
Tough Zombie: ?

Dungeon Crawl Classics 56 Scion of Punjar
Undead: One of these magic items included an ebony cauldron capable of spawning undead under the control of whoever’s blood was spilled during the animation ritual.
Boneshard Skeleton: ?
Skeleton: Cauldron of Illserves magic item.
Decrepit Skeleton: ?
Zombie: Cauldron of Illserves magic item.
Dugesia Dev'Shir, Tormented Ghost: Cadavra is the one who despoiled her tomb, this action lead to Dugesia's creation as a ghost.
Cadavra plundered this tomb, wishing to confirm that her hated sibling was indeed dead. She tried to animate the body to gain a twisted ally, but the spell failed. [Perhaps Valdreth watched over Dugesia?] In a fit of rage, Cadavra threw the brick against the east wall, and soon followed suit with the body. Furious, she stormed out of the tomb and sealed the door in area 3–3. Cadavra did not realize her actions have awakened the spirit of her sister, who now seeks eternal rest. Dugesia is a ghost bound to an area within 50 feet of her niche.
Malek, Wight Cleric: The bandits had a cleric among their numbers until a few days ago. Malek was a human cleric dedicated to Crypticus. An associate of Haledon, he joined the bandits in hopes of gaining coin and a few followers. Although the bandits ignore his preaching, he has gained quite a bit of wealth, and contemplated leaving to set up a small house of worship in Punjar. But a few days ago, quite by accident, he discovered the secret door in the south wall, and as he crept down the steps, the secret door sealed behind him. Yet he explored further, and was ambushed by the undead monstrosity that lairs in area 4–11. His lantern was snuffed during the initial attack, and thus he never had the chance to rebuke the horror. Malek is now undead, and waits to lure others to their doom in the chamber beyond.
Malicia, Elite Deathlock Wight: Malicia gained favor with her demonic patron, but her bold, unspeakable actions led to her downfall, as cult members rose against her and slaughtered her on her own altar. Jezuel wanted her suffering to last an eternity, and thus granted her the gift of undeath, as a wight.
Salt Troll Zombie: While passing through the Salt Marsh one night, she encountered a stupid salt troll. He was easily overcome with her spells, and carefully finished off with acid. Not wanting to waste such a resource, she animated the body as a guardian.
Advanced Zombie: ?
Corruption Corpse: ?
Skeletal Claw Swarm: Created from failed necromantic experiments or arising spontaneously from ossuaries and bone yards, skeletal claw swarms are writhing masses of bony debris. For the most part, a skeletal claw swarm is composed of claws, fingers, toes, and other grasping digits, and it uses these to grab, pull down, and then pull apart any living creature that it encounters.
Skeletal claw swarms often arise spontaneously from bone yards, especially if strong necromantic energy is present.
The last five feet is a pile of skulls, skeletal arms, hands, and even talons from various creatures. These were failed experiments using the Cauldron of Illserves, so Cadavra placed the uncontrollable animated pieces in this pit. They have formed an undead swarm of biting and clawing bones that victims in the pit need to deal with.
Zombie Rotter: ?
Vampire Spawn Fleshripper: ?

Cauldron of Illserves
Named after the powerful necromancer that created this minor artifact, the cauldron of Illserves can be used to create an undead army. This cauldron is wrought of dull black iron, and stands four feet high on three short legs. Its outside surface is dimpled and covered with infernal runes and pictograms involving the animation of a myriad of creatures. A thin gnarled cudgel, often used to stir the malevolent contents of the giant pot, accompanies the cauldron.
The Cauldron of Illserves is a unique wondrous item.
Property: You gain resist 5 disease, 5 poison, and 5 necro.
Property: A gnarled club called the cudgel of command always accompanies the cauldron. This cudgel acts as a +2 club, but has additional properties when used with the cauldron (see The Dead Arise ritual below).
Property: You learn The Dead Arise ritual (see below), and can use its once per day.
Power (At-Will Arcane):
Standard Action: You can use eldritch blast (warlock 1).
Power (Encounter, Healing, Necro): Minor Action: All undead with 5 squares of you can spend a healing surge and regain an additional 1d8 hit points plus your Wisdom modifier.

The Dead Arise
You conjure forth an army of undead from the seething depths of the Cauldron of Illserves.
Level: 10
Component Cost: Special
Category: Creation
Market Price: N/A
Time: 4 hours
Key Skill: Arcana or Religion
Duration: Permanent
This ritual can only be used in conjunction with the Cauldron of Illserves. It takes four hours to activate the evil magic of the cauldron. The device must be filled with fresh grave dirt collected with a silver shovel at night. It is then mixed with unholy water in a 2 to 1 ratio. After boiling for four hours, powdered gems equaling at least 100 gp per level of undead created needs to be added. When complete, any dead body added to the cauldron is animated (as animate dead) in one turn. Skeletal remains are animated as skeletons, while decomposing bodies are animated as zombies. Only Large or smaller-sized creatures can be animated with this device, and thus, only Large or smaller undead can be created.
Although the device is powerful in its own right, Illserves added a powerful additional ability. If the user adds its own blood, freshly spilled, and mixes the concoction with the cudgel of command, all undead created are at the command of the user. There is no limit to the amount of undead the caster can control, and he merely needs to issue verbal commands while brandishing the cudgel of commandto control the undead.
Special: This ritual cannot be copied down onto a scroll or into a ritual book. Knowledge of the ritual is gained by owning the Cauldron of Illserves for 24 hours. If the cauldron is no longer possessed, then knowledge of The Dead Arise fades from the caster’s mind in 24 hours.

Dungeon Crawl Classics 57 Wyvern Mountain
Wyvern Zombie: The wyvern zombies in this area are what remain of Skelya’s mighty wyvern legions. Even in death, some of the white dragon’s faithful servants continued to serve and fight for their mistress.
Dark Elf Lich, Lady Khetira: ?
Dark Elf Lich, Lord Braxux: ?
Dvalinna, Lesser Dragon-Lich: Two dark elf liches — Lady Khetira and Lord Braxus — imbued Dvalinna with undead essence, transforming the young white dragon into a dragon-lich.

Dungeon Crawl Classics 58 The Forgotten Portal
Quahtlatoa, Human Mummy: The day was won, but the hero suffered grievous wounds and died less than a day later. The villagers were emotionally torn, as their hero had clearly saved the village, yet he was likely cursed with the evil taint and thus destined to stalk his people as a werejaguar himself. The elder commanded Quahtlatoa’s loyal followers to deposit his body in the mighty Tototl River near the Atotzin, even though they felt it was not an appropriate burial for such a beloved hero.
His followers set out to perform the grim task without ceremony. But when they discovered the cave system, they decided to honor their leader in a more appropriate fashion. They hastily constructed a tomb, with a burial pit and crude altar. Using salt deposits collected from area 1–5, they packed his body and weapons into the pit, and chanted many blessings to Ilhuicatl, his patron deity. After leaving offerings of gold and slain enemies, they sealed the tomb with a large rock, constructed a simple ceiling trap, and painted the walls of the corridor to honor their hero’s deeds.
As it turns out, Quahtlatoa was never tainted with the curse of lycanthropy. His spirit was at unrest, though, due to an improper burial and lack of respect for his corpse. For centuries, his body, preserved in packed salt, and spirit lingered and wallowed in the throes of evil, eventually animating as a mummy. (It’s likely that Ahpuchac, the Black Jaguar, at least had a small hand in the animation as revenge against his cult.)
Xochatateo: Xochatateo are filthy undead humanoids, created from the sacrificial victims of particularly vile and bloodthirsty cults. Each bears a similar wound upon its chest, where its still-beating heart was cut from its body just before the death of its corporal form. For some reason, the xochatateo lives on – a tormented creature cursed to exist between the realms of life and death, constantly seeking the hearts of the living to replace the one that once beat within its chest.
It is unclear as to exactly why the xochatateo are created. Some scholars argue that they are created when a sacrifice ritual is conducted incorrectly; others believe that they are created when the subject being sacrificed simply refuses to die. A few cynics even believe that xochatateo are nothing more than a cruel god’s joke. Regardless of the reasons behind their creation, there is no disputing how they come into existence: During a sacrificial ritual, when the still-beating heart is ripped from a humanoid creature’s chest, for some reason that creature does not die. Instead, it is reborn as a cruel, savage creature with a taste for mortal flesh.
When Tlacocelot began sacrificing victims, it took him many attempts to get the procedure right. The results of these failed attempts have generated the four undead creatures that lurk in the alcoves. The xochatateo are filthy ghoul-like undead creatures, forced to exist against their will.
Zombie: These chambers were the living quarters for several under-priests loyal to Tlacocelot. When the high priest embraced the new regime offered by the evil couatl, his first action was to slay these priests. He used his magic mask to assume the form of a jaguar, then slaughtered them while they slept. Thus, all the zombies bear horrific slash and bite wounds. (A DC 10 Heal check reveals death was inflicted by a powerful animal’s talons and teeth.) However, he found a use for their broken bodies as undead thralls, and he raised them as zombies in order to terrorize the villagers and assist him with menial tasks.
Zombie Rotter: ?
Greater Xochatateo: ?

Dungeon Crawl Classics 59 Mists of Madness
Skoulos the Undying, Nascent Archlich: Skoulos summoned the last of his waning power, concentrating it into a single ritual that transferred his life force into a phylactery, transforming Skoulos’ withered form into the most powerful undead of all: the archlich.
Decrepit Skeleton: ?

Dungeon Crawl Classics 60 Thrones of Punjar
Ghost of Jeya Furei: This is the ghost of Jeya Furei, a young but dedicated cleric of Delvyr. Worship of Delvyr in Punjar is rather limited given the size of the city, but the priesthood maintains a small fane and does what it can in a metropolis where guile and money count for much. Jeya encountered rumors of evil cult activity in the Devil’s Thumb and decided to investigate personally. She learned much, but soon found herself surrounded by the aboleth’s enthralled pawns, and she was overwhelmed. The cleric was viciously cut down, and her corpse was thrown into the lair of an otyugh. Fueled by an indomitable will, unshakable faith, and a hunger for vengeance, her spirit returned as a ghost, and she has tried to alert heroic folk to the evils below the streets.

Dungeon Crawl Classics 61 Citadel of the Corruptor
Knightly Ghost: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other.
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power. Additionally, the knights — having failed their duty — returned as ghostly defenders.
Grief Wraith: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other.
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power.

Dungeon Crawl Classics 62 Shrine of the Fallen Lama
Undead: Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force.
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed.
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath.
The evil force that overwhelmed the shrine was one of corruption not destruction. Rather than destroy those too weak to resist, it infused them with fragments of its own essence and transformed them into powerful undying servants, devoted to its goals.
Advanced Specter: ?
Elite Sword Wraith: Any humanoid killed by a sword wraith rises as a free-willed sword wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Phantom Monk: ?
Advanced Wraith: Any humanoid killed by an advanced wraith rises as a free-willed advanced wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Revenant Guardsman: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered.
Revenant Guardsman Archer: The barracks serves as the resting place of the complex’s former guards who were corrupted before the fall of the Lama was discovered.
Gorger: Gorgers are disgusting undead horrors created from human subjects force-fed on the flesh of sentient humanoids to the point of death. Just before death, a vile ritual is worked, drawing upon the power of the Shadowfell, which transforms the victim into a towering, bulbous monstrosity that lives only to eat.
Splintered One: Splintered ones are horrific undead creatures created from humanoid victims that have been forced to undergo a terrible necromantic ritual. The ritual promotes extreme and grotesque bone growth, causing the victim’s flesh to erupt with hundreds of calcified spurs and spikes.
Advanced Wraith: ?
Mdus, Wraith Servant Cleric: ?
Revenant Monk Student: ?
The Grandmaster, Wraith Servant Monk: ?
Ji Sung, Wraith Servant Sorcerer: ?
Ming Cha, The Fallen Lama, Vampire Lord Monk: Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force.
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed.
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath.
Ming Cha, the Fallen Lama of the shrine, has been transformed into a vampire lord by the corrupting influence of the dark anchor.
Revenant Servant: Bestowed upon those lacking the spiritual development to be more susceptible to stronger corrupting energies, this template represents the majority of undead servants inhabiting the shrine complex.
Wraith Servant: Bestowed upon those of advanced spiritual development to be more susceptible, this template represents those undead servants whose power is more metaphysical than physical.

Dungeon Crawl Classics 63 Warbringer's Son
Zombie Grapestomper: She employs a few slaves, but at present most of the labor is performed by animated zombies she calls “grapestompers.”
Zombie Grapesorter: ?
Decrepit Skeleton: ?
Blazing Skeleton: ?
Deathlock Wight: ?
Spectral Minotaur: ?
Bonepile Swarm: Similarly, the bones are the former remains of those who opposed the same priest-generals. Some time ago, a cleric of Xeleuth with a wicked sense of humor decided to animate the bones into a bonepile swarm, which guards this area.
When the bones of creatures with a powerful connective thread are mingled into a common repository, sometimes the echoes of their shared misery, devotion, or deviancy congeal, forming a bonepile swarm. Likely circumstances to bring about a bonepile swarm could include the slaughter of a village where the bodies were stacked and left, or perhaps the bottom of a sacrificial pit, or perhaps an ossuary where the bones of martyrs are placed.
Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place.
Pile Skeleton: Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place. They use their own mass to assemble mismatched skeletal defenders.
Bonepile Swarm Spawn Undead power.

Spawn Undead (standard; recharge 6) The bonepile swarm generates 1 pile skeleton for each of its levels [5] in empty adjacent squares (one skeleton per square).

Encounter at Fairvale
Vessel of Death: ?

Forgotten Heroes: Scythe and Shroud
Necrotic Parasite: Necrotic Host Paragon Path.
Your mastery over the undead as a Necrotic Host has culminated in your creation of an undead parasite, similar to a magic-user’s familiar but deemed much more repugnant by the uninitiated.
Undead: Create Undead Ritual

Create Undead
You commune with the restless spirit, binding it to the bones of the rotting troglodyte.
Level: 9
Component Cost: Special
Category: Creation
Market Price: 680 gp
Time:1 hour
Key Skill: Arcana or Religion
Duration: Instantaneous
This ritual allows you to create an undead creature of your level or lower. You gain no special control over the undead creature, though its attitude towards you can be improved based on your check result. The cost of the ritual is equal to the experience value of the undead creature.
Arcana/Religion Initial Attitude
Check Result
Less than 10 You cannot create the creature.
11-20 Hostile
21-30 Unfriendly
31-40 Peaceful
41+ Friendly

Freeport Companion 4e
Death Crab Swarm: ?
Crawling Claw: Crawling claws are severed hands infused with necromantic energies.
Crawling Claw Minion: Crawling claws are severed hands infused with necromantic energies.
Deadwood Tree: Before the fall of the serpent people, spirit lizards inhabited the great trees of Valossa’s jungles. When the cataclysm struck, the trees were slain along with most other living things. A few spirit lizards, however, were trapped inside their dead and dying trees, fusing with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees.
Tragically, when the Unspeakable One destroyed the serpent people and their lands, the spirit lizards and the trees in which they lived were fused, becoming horrid abominations known as deadwood trees.
As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the maddening forces unleashed upon the land. Twisted and evil, these become the first deadwood trees.
Fire Specter: The most famous fire spectre is Captain Kothar. 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.
While it is true that the Winds of Hell is a ghost ship, it is crewed by the undead remains of the bloodthirsty Captain Kothar and his crew, now called the Accursed. These horrid creatures are no ordinary undead; they’re fire spectres, the burning souls of the damned.
This creature is a fire spectre, an undead abomination that houses the tortured spirit of a black-hearted villain.
Flayed Man: It appears as a humanoid, and tattered bits of skin cling to the fat, muscle, and sinew exposed by the terrible magic that created it, its eyes burning with unspeakable malevolence.
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.
Zombie: Any humanoid slain by a flayed man rises as a zombie at the start of the flayed man’s next turn, appearing in the space where it died (or in the nearest unoccupied space).
Ravenous Zombie: Most zombies are mindless creatures, little more than automatons to be directed by their creators. Rarely, though, an animated carcass retains faint memories of its former life and is consumed by an overpowering need to fill the emptiness of its existence by consuming the fresh brains of living creatures.
Shadow Serpent: A shadow serpent is an undead remnant of a cleric of Yig that somehow failed its god and people and is now cursed to spend eternity as a wretched thing.
When Valossa became contaminated with the minions of the Unspeakable One, its people corrupted and befouled by the King in Yellow’s awful touch, the serpent god Yig cast down the Valossan empire and cursed his priests for failing in their sacred duty to safeguard the serpent people and keep them pure in their faith to him. Those priests who bore the brunt of the serpent god’s wrath became the dreaded shadow serpents, appalling undead creations consumed with remorse for their mortal failings and channeling that grief into hatred for the living, especially the inheritors of the world.
Skin Cloak: A skin cloak 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.
This unsettling undead creature is called a skin cloak or hollow man. It is the animated remains of a skinned humanoid.
Thanatos: A thanatos is a horrific abomination being the undead remains of a great fish.
This creature is a thanatos, the undead remains of a great fish.
Skulldugger: ?

Gold for Blood
Zombie Hulk: ?
Chillborn Zombie: ?

Good Little Children Never Grow Up
Zombie Tiberius: The corpse is that of Tiberius Perseville, the house’s new owner. Possessed by DeMay, Talia Perseville killed Tiberius with a magical weapon she found in the cellar. The dark energy of the house awoke Tiberius as a mindless zombie.
Granny DeMay: Francis DeMay’s husband drank. He spent his coin in gambling dens and houses if ill repute. Francis tried to salvage their failing marriage, but when Tomas started hitting her, something inside her snapped. One night while Tomas slept in a drunken stupor, Francis locked him in the bedroom, and then set fire to their small farmhouse with Tomas still inside. Tomas was so inebriated, he never woke up to realize that his flesh was on fire.
As Francis DeMay watched the blaze she had a revelation: adults are the source of all the evils in the world: war, famine, neglect. Childhood is a time of blissful ignorance. If only she could stop children from growing old, she could save them all of the pain she suffered.
After the fire, DeMay moved to the sleepy village of Hedgebird. A few miles out of town, she started a small orphanage. DeMay got few visitors, but those that came saw only a dozen happy children playing or tending the vegetable garden. Nobody asked what happened to the children who grew old enough to leave the orphanage. If they had, they might have realized that none of the children ever did grow old enough to leave. The dark truth was that when the children reached puberty, DeMay brought them down to a secret cavern below the cellar. Here she murdered the children and hid their bodies.
DeMay’s slaughter continued for decades, and nobody in Hedgebird ever noticed. A group of orphans lead by a girl named Liandra finally stopped DeMay. One night Liandra followed DeMay into the cavern below the cellar. She distracted DeMay while the other children piled rocks over the trap door into the cavern. When Granny DeMay discovered the plan she killed Liandra in her fury. DeMay pounded on trap door, but it was no use. She died of thirst several days later. The children fled the orphanage, saying only that Granny DeMay had disappeared.
Neither DeMay’s nor Liandra’s spirits rest easy. DeMay continues to terrorize anybody who sets foot in the house, while Liandra hopes to find somebody who can break DeMay’s grip on this world once and for all.
Possessed Child Skeleton: The skeletons of DeMay’s victims animate under DeMay’s control.
Liandra: DeMay’s slaughter continued for decades, and nobody in Hedgebird ever noticed. A group of orphans lead by a girl named Liandra finally stopped DeMay. One night Liandra followed DeMay into the cavern below the cellar. She distracted DeMay while the other children piled rocks over the trap door into the cavern. When Granny DeMay discovered the plan she killed Liandra in her fury. DeMay pounded on trap door, but it was no use. She died of thirst several days later. The children fled the orphanage, saying only that Granny DeMay had disappeared.
Neither DeMay’s nor Liandra’s spirits rest easy. DeMay continues to terrorize anybody who sets foot in the house, while Liandra hopes to find somebody who can break DeMay’s grip on this world once and for all.

Halls of the Mountain King
Gutripper Lich Hound: ?
Ghast Centurion: ?
Venomtongue Mohrg: This creature is all that remains of a human tomb robber who entered this chamber weeks ago in search of riches. When he was attacked, his friends at the pump abandoned him. Slain by the belker, the poisonous mist of the chamber infused him with a foul sentience, rising as a mohrg that now inhabits the suit.
Undead: Dissected corpses, bubbling solutions, and half-finished constructs all compete for space here. Urzana uses the lab to create undead and fellforged and refine the gold fever plague into ever more virulent strains.
Scrimshaw Skeleton: ?
Tethered Shadow: ?
Ghost: ?
Forsaken Shade: ?
Journeyman's Ghost: ?
Hronagar: ?
Fellforged Old Master:This was once the chamber where the six founding council members of the Illuminated Brotherhood met with their brethren. As old age set in, the founders and their followers sought immortality for the masters, and the great craftsman Bartholomeus constructed the golden clockwork receptacles that would house the souls of the dwarves.
Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons. Built to house the spirits of the dead, these fellforged frames hold trapped souls cursed with immortality and an imprisonment they cannot escape. The orichalcum in their gears, along with the mountain’s corrupting radiation, twisted these once-proud beings into spiteful creatures willing to destroy even their own bodies to see life extinguished.
Tattersoul Wraith: ?
Fellforged: Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons.
Lady Urzana Dolingen: ?
Bartholomeus Stone-Dead: ?

Haunting Trio
Demented Wight: ?
Cetacek, Lord of the Deepwater: ?

Hero's Handbook Eladrin
Revenant: The echoes of eladrin who died in the terrible wars of the Fey Realm, revenants are bound to their battlefields and cannot rest until they have slain more enemies in death than they did in life.
Revenant Knight: ?
Revenant Battle Mage: ?

Horrors of Halloween
Headless Horseman: In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a paladin intended to expose as a fraud, forced the unjust execution of the young hero. The paladin was accused of most heinous crimes, and was brutally tortured before being beheaded. The paladin’s soul was burdened with great weight upon his death, and he could not move on to the glorious afterlife that awaited him until he had his vengeance...
The next year, a grim shadow was cast upon the village of Sleepy Hollow, as the paladin returned. The vengeful spirit of the paladin was a sight to behold, mounted atop the remains of his once glorious steed, clutching a blade instilled with dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head he once had, roaring black and red flames, the flames of his soul, dancing within, in the other. The paladin wrought horrible vengeance upon the entire village, feeling that they had all wronged him in life.
Now that the Headless Horseman has avenged himself, he seeks to depart from the mortal world, but he finds his soul far too stained with sin, binding him tighter to the earth than ever before, dark forces gathering within him and driving him mad, leading him across the world, compelling him to destroy every living thing he sees, tricking him into believing they were once people who wronged him in life.
Although it is almost impossible to track the Headless Horseman, there is one day each year where he visits the burnt remains of Sleepy Hollow, lingering there silently, stroking his false head fondly.
Gravesteed: In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a paladin intended to expose as a fraud, forced the unjust execution of the young hero. The paladin was accused of most heinous crimes, and was brutally tortured before being beheaded. The paladin’s soul was burdened with great weight upon his death, and he could not move on to the glorious afterlife that awaited him until he had his vengeance...
The next year, a grim shadow was cast upon the village of Sleepy Hollow, as the paladin returned. The vengeful spirit of the paladin was a sight to behold, mounted atop the remains of his once glorious steed, clutching a blade instilled with dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head he once had, roaring black and red flames, the flames of his soul, dancing within, in the other.
Shade of the Horseman: ?
Bloody Mary: A young, manic girl, fit to bouts of insanity, Mary was abused by her father quite often, and she was forced to flee for the woods whenever her father returned home drunk (which was every night), at which time he would chase after her, calling her cruelly by her pet name “Bloody Mary”, a nickname given to her due to the fact that her mother died from giving birth to her. Mary was horrified of her father, and tried to stay away from him as much as possible, but she viewed him as an ill child meant to be taken care of, and pity always won out for her in the end, and she would return home to endure the beatings just so she could help her father.
Mary found herself with very little time to herself, constantly tending to her father, developing a rapid twitch from what was once her simply flinching away from her father’s every move, fearful that he would strike her. Mary tried to harden herself against her father’s blows, and often resorted to alcohol to survive the nights, but no matter what, she lived in constant paranoia that her father would be right behind her, and brutally assault her.
One night, Mary was making her usual retreat through the woods; intent on hiding away in the hole she had been digging out every night, distracting herself from her many troubles. Mary found that tonight, the hole had been dug even deeper, a small animal having burrowed within it causing some form of upset within. Mary, hearing her father coming close, leapt into the hole, disregarding her safety. This is the cave where Mary’s life would come to a close, as she didn’t realize how loud she was within the natural, underground cavern she had discovered, she cried out in joy, as she found this beautiful hiding place, but unfortunately, that cry of joy echoed out of the cavern, and her father entered the cavern as well, and, in a drunken frenzy, he splattered her blood everywhere, leaving behind a convulsing, shrieking wreck. A day later, the helpless, dying Mary finally faded away, liberated by one final scream, one that nobody would hear... Mary was such a good-hearted girl, that her soul was to be sent to the Heavens immediately, however, she was fearful of the light cast upon her soul, believing it to be the mad gaze of her father, searching for her even in death. Now, Mary fearfully travels in the darkness, hiding away in people’s houses, believing her father awaits her around every corner, and anyone who startles her in the least is met with a bloody end.
Screaming Mary: Bloody Mary's Murderous Separation power.

Murderous Separation
(free; at bloodied; encounter)
Bloody Mary splits off into two separate beings, the first functioning exactly as Bloody Mary had as a solo, except her full hit points are equal to her bloodied value. Place Screaming Mary directly adjacent to Bloody Mary.

Horrors of the Shroud: The Death-Mother
Death-Mother: Death-mothers are products of the Shroud, twisted mockeries of motherhood that give birth to zombies of all sorts.
Zombie: A death-mother produces many full-fledged zombies every hour if given sufficient corpses on hand as food.
Death-mothers are products of the Shroud, twisted mockeries of motherhood that give birth to zombies of all sorts.
Death-Mother's Spawn Greater Horror power.
Death-Mother's Spawn Lesser Horror power.
Corpse-Child: Death-Mother's Spawn Lesser Horror power.
Silent Corpse: Death-Mother's Spawn Greater Horror power.
Bone-Mother: Stripped of the meat, a death-mother’s skeleton can be reanimated to create a lesser creature called the bone-mother.
The bones of a death-mother can be reanimated to create a lesser, but still fantastically dangerous, creature known as a bone-mother.
Bloody-Bones: Constructed out of dry bones soaked in fresh blood, a bloody-bones looks like an undulating sinewy snake of animated carnage.
Bone-Mother's Assemble Bloody-Bones power.
Bone-Child: Typically composed of a large adult skull perched upon just enough bones to make up a body, the bone-child looks almost comical, like a macabre skeletal doll . . . until it strikes.
Bone-Mother's Assemble Bone-Child power.

Spawn Greater Horror
(move; encounter)
The death-mother shifts 1 square. Place a new Medium size zombie or corpse-creature (see silent corpse, below) of equal or lower level than the death-mother in the square the death-mother just vacated.

Spawn Lesser Horror
(move; encounter)
The death-mother shifts 1 square. Place a new Small size zombie or corpse-creature minion (see corpse-child, below) of equal or lower level than the death-mother in the square the death-mother just vacated.

Assemble Bloody-Bones
(move; encounter)
The bone-mother shifts 2 squares. Place a new bloody-bones creature (see bloody-bones, below) in the square where the bone-mother began its move.

Assemble Bone-Child
(move; encounter)
The bone-mother shifts 2 squares. Place a new bone-child creature (see bloody-bones, below) in the square where the bone-mother began its move.

In Search of Adventure
Senna Advanced Ghoul Warlock: In order to access the living quarters of the dormitory, the adventurers will have to remove the piled junk in front of the door. Although the heaped jumble of boxes, crates, broken masonry, and other debris looks hap-hazard, it serves a very important purpose. When the hezrou and its dretches slew Numeshay’s four students, it killed Hadrajhast in the arcane workroom, two more in the kitchen, while the fourth, a young elf girl named Senna Moonshadow, was killed in the living quarters. Senna was slain while she cowered beneath the covers on her bunk.
Needless to say, Senna’s death was a traumatic one, and shortly after her demise, her tormented spirit returned to animate her corpse as an undead horror, a ghoul. In addition, the foul Abyssal taint in the area granted Senna the abilities of a warlock.
Zombie: This is Quellatis, the last Physician of Axaluatl. He has been experimenting for over 50 years with various bodies, both living and dead, in an attempt to create a stronger, smarter Child of Axaluatl. Through various experimentations with both mundane and magical processes, Quellatis is close to creating a potion that will greatly increase his people’s skills. However, the only things he has managed to create so far are zombies, and a number of his “creations” lurk in this room.
Tanahuatan’s closest servants were also entombed with their master, and they still serve him in undeath as zombies.
Decrepit Skeleton: These unfortunate souls were slain over two hundred years ago by one of the last of the high priests of Axaluatl. He captured these human men, and after having them killed, raised them to be undead guardians.
Skeleton: These unfortunate souls were slain over two hundred years ago by one of the last of the high priests of Axaluatl. He captured these human men, and after having them killed, raised them to be undead guardians.
Sentinel Mummy: ?
Decrepit Ghoul: Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots.
Ghoul: Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots.
Minotaur Skeleton: These skeletons were created in ancient times by the Xulmec high priest Tanahuatan (whose wight haunts area 1-8) to protect the tomb.
Tanahuatan, Wight: However, guilt-wracked, the restless soul of Tanahuatan could not pass onward into the realms of the dead. He rose up from death as a wight, seeking to slay all living things.
Elite Phantom Warrior: ?
Xulmec Worker Zombie: However, knowing that a few things still needed to be completed well after his death – and the deaths of the remaining Xulmec workers who built the crypt – Tanahuatan turned a few of the dead workers into zombies, so that a few mundane tasks could be completed after the tombs of the tiefling kings were sealed away from the rest of the Known World.
Xotxilaha Tiefling Mummy: However, the Xulmec leaders did not realize that the drakon had placed a final curse of Xotxilaha before killing him. Exactly one year after the Xulmecs interred Xotxilaha’s corpse, the traitor rose from the dead as a mummy.
Skrum Zombie: ?
Phantum Corpus: The corruption of the Icon has created a unique undead spirit that roams this level. It creates a crude body out of debris and attacks any living creature in a futile attempt to complete itself.
Sea Ghoul: ?
Seaweed Guardian: The seaweed guardian is one of the cult’s experiments. The cultists kidnapped a villager, wrapped him in a net of seaweed and tortured him to death with necromancy. When the harvester arose as an undead creature, it fused with its seaweed net and remained trapped, guarding the entrance to level three.

Iron Gazetteer
Fellforged: Fellforged are the castoff scrap metal of Zobeck’s Clockwork Watchmen. They gain a foul sentience when the bodies, especially constructed to house the spirits of the dead, come into contact with curious wraiths yearning to feel the corporeal world again.
The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities and gives them corporeal form. The wraiths, in turn, learn to twist the bodies to their own use—going so far as to destroy the body in their attempts to harm the living, even if their corrupted spirits die along with it.

Jester's 4e Monsters
Corpse Gatherer: A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow.
A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause
the corpse gatherer to stir.
Released Corpse: Corpse Gatherer's Release Corpses power.
Crawling Head: Spawned from the severed head of a giant, a crawling head is a horrific undead monstrosity that resembles a huge, bloated head grown to enormous size, with a seething mass of arteries, veins and viscera depending from the wound of its neck.
Because of their immense power and their origination from giants, which might lead one to think that crawling heads were creations of the primordials or beings of similar nature. In truth, however, they are the creation of a series of powerful mortal necromancers that dwelt in the City of Skulls that surrounded the Bleak Academy.
Crawling Head Wailer: ?
Ravenous Crawling Head: ?
Deadborn: Deadborn are natural creatures altered before birth, either in the womb or the egg, to spontaneously arise as undead when slain. Although the first deadborn were vultures created from the eggs of giant eagles by evil cultists of Bleak, the techniques and rituals now exist to create deadborn of many different types.
Deadborn Vulture: Deadborn Vulture's Deadborn power.
Deadborn Hulk: Deadborn Hulk's Deadborn power.
Deodanth: Deodanths claim to be vampiric elves from the future, but not all of their claims hold up to scrutiny; for instance, they seem to be largely ignorant of the racial separation between the elves and the eladrin, and deodanths that claim to have been in the present for only a short time often seem ignorant of the very existence of eladrins.
Deodanth Despondant: ?
Deodanth Sentry: ?
Deodanth Slipper: ?
Deodanth Eladricide: ?
Deodanth Lifesucker: ?
Entombed: The entombed are the undead forms of creatures whose bodies are preserved by being encased in shells of ice- but are still able to move or kill. Though the corpse at the core of an entombed is typically that of a human or other creature of similar stature, with its shell of ice the creature is the size of an ogre. The corpse at the core of an entombed is very well preserved, though often the skin will turn bluish, and the face of the body is usually frozen in a rictus of fear or sorrow.
Entombed Hag: ?
Entombed Cryomancer: ?
Pistol Wraith: A pistol wraith is the undead spirit of a gunman- either one so especially wicked that he rose after his death to haunt the land, or one slain by another pistol wraith.
Plague Spewer: ?
Ulgurstasta: Horrific undead maggot-like worms of immense size, ulgurstasta are terrifying monstrosities spawned by the vile demigod Kyuss in the time of his greatest strength.
Ulgurstasta Thinker: ?
Rotting Ulgurstasta: ?
Ulgurstasta Priest: ?
Ulgurstasta Crawler: ?
Ulgurstasta Swarm: ?
Elder Ulgurstasta: ?
Vargouille: The head of a creature that dies of a vargouille's poison falls off after a few days, and slowly transforms into a new vargouille.
Vargouille Lover: ?
Visage: The head of a creature that dies of a vargouille's poison falls off after a few days, and slowly transforms into a new vargouille.
Flickering Visage: ?
Demonic Visage: ?
Visage Spy: ?
Wheep: A wheep is a horrific undead creature whose eyes have been torn out or nailed through.
Wheep Servitor: ?
Wheep Ululator: ?

Release Corpses * At Will 1/round
Requirement: There cannot be more than ten released corpses within 10 squares of the corpse gatherer.
Effect: Up to four released corpses appear adjacent to the corpse gatherer. The released corpses act immediately after
the corpse gatherer.

TRIGGERED ACTIONS
Deadborn * Encounter
Trigger: The deadborn is first reduced to 0 hit points.
Effect (No Action): The deadborn hulk reanimates with 42 hit points. It gains the shadow origin and undead keyword.

Jester's 4e Ravenloft Monsters
Ghost: Ghosts are the spirits of the dead who cannot rest after their passing.
Geist: Giests are the restless spirits of the dead who are still bound to the site of their death, or their earthly remains.
Phantasmagoria: ?
Spirit Storm: Spirits storms are a large number of related souls that have become intertwined into a massive entity of rage and fury.
Ghoul: ?
Ghoul Lord: Ghoul lords were powerful individuals slain by ghouls or the accidental by-product of necromantic experiments.
Mist Creature: Hunting the places between places are mist creatures, beings formed of the Mists themselves.
Mist Horror: ?
Mist Ferryman: ?
Grim Reaper: ?
Mummy: The ancient dead are well-preserved and not rotting corpses like most other undead. Few are accidental creations and many are deliberately made after the death of important figures.
Bog Mummy: Bog mummies are some of the few accidental mummies, and are individuals who died in a air-less swamp.
Mummy Pharaoh: ?
Revenant: The wrongful dead, risen to avenge their murders, these are revenants.
Revenant Seeker: ?
Revenant Hunter: ?
Skeleton: Animated bones stripped of flesh, skeletons are a diverse type of animated corpse and a favourite of inventive necromancers.
Strahd Skeleton: The necromancer, Strahd, has spent much time experimenting on improving skeletal undead with terrifying results.
Strahd's Skeletal Steed: The necromancer, Strahd, has spent much time experimenting on improving skeletal undead with terrifying results.
Shadowtouched Skeleton: ?
Skeletal Horde: ?
Vampire: ?
Cerebral Vampire Lord: ?
Cerebral Vampire Mindtaker: ?
Nosferatu Batcaller: ?
Nosferatu Mesmerist: ?
Zombie: Rotting, animated corpses, zombies come in many varieties and are frequently customized or altered by necromancers.
Cannibal Zombie: Cannibal zombies are an undead plague spread through bites.
Boneless Zombie: Boneless zombies are simple creature made to save the skeleton for other purposes.
Strahd Zombie: ?
Zombie Lord: Zombie lords are powerful masters of undeath, either augmented zombies or unique and accidental creations.
Desert Zombie: ?
Shadowtouched Zombie: Shadowtouched zombies are formidable undead infused with the energies of the shadowfell.
Caliban Vampire, Alocka: The process of becoming a vampire makes a caliban even more disfigured and inhuman.
Dwarven Vampire, Uppyr: ?
Elven Vampire. Craenag-Follei: ?
Halfling Vampire, Daeyerg Due: ?
Lich Divine: In contrast with arcane liches, who are the icon of corrupted wizards, divine liches are fallen paladins and clerics or followers of dark faiths that encourage violation of the natural order.
Lich Psionic: Not all liches are powered by arcane magics, some are the creations of the powers of dark gods or masters of the mind.
Vistani Vampire, Mullo: ?

Kingdoms of Kalamar 4th Edition Campaign Setting
Undead: Brandobians bury their dead face down or cut off a foot to prevent the dead from rising as undead.
The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls and thus attaining only zombie status.
Zombie: The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls and thus attaining only zombie status.
The zombies are undead remains of the worshipers inside the temple at the time of the slaughter.
Lich: ?
Vampire: Harman has a great fear of undead and prefers to burn his victims entirely so that they cannot become mummies or vampires.
Wight: Tethen also brought back a hacking cough that he attributes to dust from the ancient caves where he found his treasures. He is partially right. The dust did make him ill, but the illness has just begun. In a few months he will waste away and become a wight under the control of the undead emperor.
Wraith: A tiny carrock overfull of elves heading toward the unknown continent to the east with their sole treasure foundered in a storm and sank. Thirteen wraiths haunt the boat’s wreck and keep both natural predators and treasure-seekers away.
Ghoul: The ghouls are said to be former clergy of the temple, killed during the Mendarn invasion.
Mummy: Harman has a great fear of undead and prefers to burn his victims entirely so that they cannot become mummies or vampires.
Terrus Dyrn, Lich: ?
Elven Vampire, Esmaran: ?
Ghost: A tiny carrock overfull of elves heading toward the unknown continent to the east with their sole treasure foundered in a storm and sank. Thirteen wraiths haunt the boat’s wreck and keep both natural predators and treasure-seekers away. The band’s leader, Elborn, is now a ghost who does not combat intruders.
The war with Eldor is a major concern to the elves, although they appear to have done nothing to end it. The issue over which the war began, the destruction of the logging camp, is true. The elves destroyed the camp and all within it. Despite warnings, the loggers cut down an ancient druidic grove, a shrine to the Old Oak that had stood for 3,000 years.
The area would be perilous for player characters to investigate at this point. Besides being guarded by extremely vigilant and martial elves, the spirits of the loggers haunt the former grove as ghosts, prepared to destroy elf, human, and forest creature alike.
Abyssal Ghoul: ?
Uggurath: ?
Mummy, Shimantra: ?
Ghost, Puramal: One of the fallen bridges is the anchor for a ghost. Puramal was a soldier who fought on the bridge and continued to fight even while it was being destroyed. Enemy wizards sought to destroy him while friendly clerics and wizards healed him and countered enemy spells. Between the blasts of magic and volleys of arrows from the far bank, the soldier finally collapsed with the last of the bridge.
Puramal’s ghost still guards the bridge he died to protect. If anyone tries to cross the river at that point, whether by swimming, watercraft, building another bridge or otherwise, he attacks (but travel up or down the river does not disturb him).
Wailing Ghost, Banshee: Doulmak Grond achieved fame after he killed one of his elven slave girls and her spirit became a wailing ghost (known to most sages as a banshee).

Kobold Quarterly 13
Tomb Cursed Skeleton: ?

Lands of Darkness 1 The Barrow Grounds
Shadowy Soldier: ?
Ruined Skeleton: The skeletal soldiers and ruined skeletons are members of the Guron family, wrested from death to guard the family barrow.
Undorgien Dead: This abandoned stone chapel is still occupied by the unforgiven dead, those faithful that failed to protect the sacred vessels when the central crystal turned dark.
Skeletal Soldier: The skeletal soldiers and ruined skeletons are members of the Guron family, wrested from death to guard the family barrow.
Reanimator: ?
Shadow Slain: This barrow holds the remains of brothers. The eldest brother changed allegiance in the midst of fierce civil war, an act which resulted in his younger brothers’ deaths. Consumed with guilt over their deaths, he took his own life. The spirits of the slain brothers rose as shadow slain, shadowy forms filled with anguish and consumed with the betrayal of blood that took their lives.
Turncoat Shadow: This barrow holds the remains of brothers. The eldest brother changed allegiance in the midst of fierce civil war, an act which resulted in his younger brothers’ deaths. Consumed with guilt over their deaths, he took his own life. The spirits of the slain brothers rose as shadow slain, shadowy forms filled with anguish and consumed with the betrayal of blood that took their lives. The eldest bears the weight of betrayal into undeath as a turncoat shadow.
Chillspirit Blackshadow: ?

Lands of Darkness 2 Cesspools of Arnac
Restless Dead: One of the restless dead (the one wearing the locket) is the lover of the abandoned ghost in area 10. She made her way to the sewers to release her lover from the hidden room, but got hopelessly lost in the maze of tunnels, stumbling into the reanimator’s territory. Slain and reborn in undeath, she no longer remembers her life past, only that she cannot rest even in death.
Feeble Dead: ?
Spike: ?
Reanimator: ?
Foetid Dead: ?
Abandoned Spirit: The abandoned spirit is the tortured soul of Antonio Peris, a rogue who had to make a hasty escape from the city but not without his love Anabel, daughter of a local merchant. Peris, familiar with the cesspools due to his time spent affiliated with a group of bandits, planned to fake his own death and escape with his love to start a new life in a different city. He cornered himself into a building with city muscle outside of the door and set fire to the building, dropping through the trapdoor into the forgotten room.
He entrusted Anabel with the key to the room and instructions where the find the door. Everything would have gone according to plan if only Anabel had not gotten hopelessly lost and frightened in the cesspools, wandering into the domain of the reanimator.
Shadowy Soldier: ?

Lands of Darkness 3 Woods of Woe
Necrophage: ?
Necrophage Reaper: ?
Necrophage Mage: ?
Triune Avatar of the Breathless God: ?
Warden of the Breathless God: ?
Fleshless Janissary: ?
Witness of the Breathless God: ?

Lands of Darkness 4 The Swamp of Timbermoor
Priest of the Toad: ?
Acolyte of the Toad: ?
Flesh of the Toad: ?
Skeletal Toad: ?
Chillspirit Blackshadow: The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death.
Turncoat Shadow: The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death.
Shadow Slain: The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death.

Lands of Darkness 5 Iron Mountains
Limbed Horror: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.
An amalgam of all the limbs forms an amorphous mass, numerous once-hands grasping to draw more in.
Gut Wrencher: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.
Another is a ball of guts and intestines, writhing and wrenching to digest more life.
Necrotic Reaper: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.
Last is a mostly human form decorated with the heads of others.
Davinkar: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.
Spike Fist Corpse: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.
Necrotic Commander: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible.

Lands of Darkness 6 The Wild Hills
Chillspirit Blackshadow: This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death.
Reanimator: This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death.
Unforgiving Dead: This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death.
Foetid Dead: ?

Level Up 2
Undead: Nearly every mortal fears death – it is natural to do so – but all mortal beings may rightly fear the dead: for the dead do not always remain at rest. When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. It is commonly believed that it was she who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality.
But where Soleth promises only peaceful repose for those who die, Lady Dissolution offers continuance in the physical or incorporeal world and eternal vitality in undeath.
While most undead have come into their existences by the administrations of Lasheeva or her servants, only some varieties have a well-defined place in the hierarchy.
Zombie: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Skeleton: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Ghoul: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Dread Wight: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Mummy: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Wraith: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Vampire: When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva.
Lich: It is commonly believed that it was Lasheeva who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality.
Death Knight: It is commonly believed that it was Lasheeva who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality.
Lasheeva: Lasheeva herself is considered undead, the first deity who relinquished her own traditional sense of divinity in exchange for something else.
Gil’Mâridth sacrificed her worldly divinity and escaped into the dreamworld of her nemesis Ôæ, and in doing so transferred much of her power into Lasheeva... even as she sacrificed her daughter. Lasheeva rose from the grave, as desired, a lich-queen ascendant in divine undeath.
Ghost: ?

Master Dungeons M1: Dragora's Dungeon
Decrepit Skeleton: ?
Serpent Wraith: ?
Wraith: Any humanoid killed by a serpent wraith rises as a free-willed wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.
Elite Mad Wraith: ?
Mad Wraith: Any humanoid killed by a mad wraith rises as a free-willed mad wraith at the start of its creator’s next turn, appearing in the space where it died (or in the nearest unoccupied space). Raising the slain creature (using the Raise Dead ritual) does not destroy the spawned wraith.

Master Dungeons M2: Curse of the Kingspire
Swamp Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead.
Decrepit Swamp Zombie: In the course of his ritual sacrifices, Arkos sinks the corpses into the swamp. Some of the corpses, animated by the unholy power of the Kingspire, have awakened from the dead.
Phantasm Eladrin: The war banners, weapons and armor, are all ghostly remnants of a terrible battle waged over a thousand years ago. The battlefield is haunted, and on certain moonlit, misty nights, the spirits of the fallen return to continue their endless battle. Normally, these battles cannot affect the living, but Arkos’ fell rites have brought the battle to a fever pitch that spills over into the realm of the living.
Phantasm Savage: The war banners, weapons and armor, are all ghostly remnants of a terrible battle waged over a thousand years ago. The battlefield is haunted, and on certain moonlit, misty nights, the spirits of the fallen return to continue their endless battle. Normally, these battles cannot affect the living, but Arkos’ fell rites have brought the battle to a fever pitch that spills over into the realm of the living.

Medieval Bestiary: Anthropophagi
Undead: Due to some ancient rite granted by the Ghoul King, they create undead slaves to serves as beasts of burden that they can devour later.
Ghoul: Anthropophagi Corpse-Herder's Call of the Master power.

Call of the Master (minor; encounter)
Healing, Necrotic Ranged 10; affects one dead creature; the target rises as a ghoul, standing as a free action, with a number of hit points equal to its bloodied value.

Medieval Bestiary: Morrigan
Morrigan: MORRIGAN ARE BODILY manifestations of women who died during childbirth.
Many scholars believe morrigan, in their various forms, are all that remains of an ancient goddess of battle.
Morrigan Phantom Queen: ?

Midgard Bestiary for 4th Edition D&D
Bone Collective: Created by necrophagi, the undead mages of the Ghoul Imperium, bone collectives are swarms made up of quick, 10-inch tall skeletons constructed from small bones—often gnomes, bats, and lizards.
Boneguard Skeleton: ?
Bone Colossus: In times of war, posthumes join together into enormous swarms or titans.
Undead Carrion Beetle: After death, the carrion beetles' exoskeletons serve as both animated scouting devices for the ghoul imperium—ghouls hide within the shell to approach hostile territory—and as armored undead platforms for howdahs packed with archers or spellcasters.
Darakhul: Darakhul arise when a particularly strong-willed creature is infected with ghoul fever and its anima refuses to shed its memories and reason along with its soul. Most survive the experience with their personality largely intact. Some necromancers and others claim that one can improve the chances of survival by deliberately infecting oneself and eating only living flesh. Only one person claims to have succeeded with this method, a necromancer named Uldar Ingreval, long since exiled from the Arcane Collegium of Zobeck.
Many believe that the hunger cults or the necrophagi know the secret of transforming imperial ghasts and ghouls into darakhul.
Bonepowder Ghoul: Taking things to the next stage, bonepowder ghouls achieve their powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist. The few ghouls who can show such self-restraint are highly respected among their peers, for all ghouls know the drive of hunger. Indeed, using hunger as a form of torture is considered offensive to the ways of the Imperium. This isn’t to say that it never happens, and thus bonepowder ghouls may rise from unintended circumstances. A starved prisoner or a ghoul trapped in a sealed-off cavern might leave behind most of its remnant flesh and become animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies.
Darakhul Citizen: ?
Iron Ghoul: ?
Necrophagus Savant: ?
Fellforged: Fellforged are clockwork creatures given foul sentience when their bodies—specially constructed to house the spirits of the dead—come into contact with wraith-like creatures called deathshade wisps that yearn to wreak havoc on the corporeal world. Trapping the wisps in these constructs, though dulling many of their supernatural abilities, gives their terrible anger a physical form.
Deathshade Wisp: Knowing no living shadow fey could fully set aside its own ambition, the court turned to its ancestors. Cemeteries were pillaged and corpses exhumed. Spirits were pulled from the shadows. This fusing of necromancy and shadow essence culminated in the deathshade wisp.
Ghost Riders of Marena: The knights begin as living warriors bound to the service of a vampire, necrophagus, or priestess of Marena. Those providing good service for five to ten years may be “raised up” into the ranks of the undead as a foot soldier in the Ghost Knights of Morgau, roughly equivalent to a squire elsewhere. If they continue to perform admirably, and make the transition through ghoul fever or vampiric bite without undue madness or blood frenzy, they can slowly advance through the grades of the Order of the Red Shield.
Ghost Rider Templar: ?
Ghost Goblin Horror: Some warriors among the Ghost Goblins hold the undead in higher esteem than the living. They strive to honor the zombies through their actions, and through prayers to strange gods. Soon a ghost goblin horror is born, too intelligent to be considered a zombie but too unnatural to be called a living creature.
Imperial Ghast Centurion: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class.
Ghoul: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class.
Ghast: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class.
Imperial Ghoul: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class.
Lich Hound: Made of necromantic power, these hounds serve ghoul high priests and arch-liches.
Spectral Wolf: As the great hunt continues, the body of the lich hound breaks down and fades away, though this hardly slows the foul beast. They emerge as spectral wolves and, unburdened by physical forms, grow in strength as they learn new tactics.
Putrid Haunt: Putrid haunts are walking corpses infused with moss, mud, and the detritus of the deep swamp. They are the shambling remains of individuals who, either through mishap or misdeed, died while lost within swampland. Their desperate need to escape transformed upon their deaths into hatred of all life.
Putrid Haunt Sweller: ?
Putrid Haunt Retch: ?
Putrid Haunt Choker: ?

Midnight Chronicles: The Heart of Erenland
Fell: These are some of the men from Fernglade. Though they look like badly wounded survivors of a battle, they were in fact killed in that battle and have returned an undead Fell.

Monstercology Orcs
Orc Skeleton: ?
Orc Boneshard Skeleton: ?

Mystical Kingdom of Monsters
Doghoul, Fester Rogue: The necromancer’s guild used to take any and all corpses they could find to help build up the population of doghouls that now roam the both halves of the Kingdom, scavenging whatever fresh corpses they can for sustenance. After an incident where a regent lord’s grandson was turned into one of these beasts without proper sanctions or permission, the generation of doghouls was put under better supervision, and the process is now guarded closely by the king’s reeves.
Wild Doghoul: ?
Vargoyle, Marsh Striker: ?
Wild Vargoyle: ?
Kytharion, Shadow Guard: ?
Wild Kytharion: ?
Darksidhe, Night Walker: Like the humans who are transformed into foul spawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as darksidhe.
Wild Darksidhe: ?

Nevermore
Ghost: ?
Vampire: ?
Lich: ?
Viceling: Vicelings are perverse shells of their former selves and serve the diaboli who created them until either their master is destroyed or they are freed.
The type of viceling created by a diaboli is dependent upon the diaboli that created it.
Avaricious Viceling: ?
Envious Viceling: ?
Gluttonous Viceling: ?
Lustful Viceling: ?
Prideful Viceling: ?
Slothful Viceling: ?
Wrathful Viceling: ?

Night Reign Campaign Setting
Blood Knight: Blood Knight” is a template you can apply to any paragon level humanoid creature.
Thrull Squire: ?
Human Blood Knight: ?
Blood Knight Mage: ?
Breath Dragon: Not all dragons become the dracolich upon their deaths. Those dragons of the purest evil may become a dragon infused with the power of the Breath.
Since the birth of the Breath, dragons have occasionally succumbed to its life stealing energy. Some of the dragons that have been ensnared by the Breath are corrupted into a partnership where they continue on as a frightening combination of necrotic and draconic energy.
Breath dragons are unable to breed in the traditional sense. However, they are capable of converting another dragon into a breath dragon.
Young Breath Dragon: ?
Adult Breath Dragon: ?
Elder Breath Dragon: ?
Ancient Breath Dragon: ?
Breath Zombie: The undead by-product of the Breath. Those creatures unlucky enough to be caught in the maw of the Breath of Ilius are raised shortly after their death and empowered by the Breath.
Known as the destroyer of kings, the reaper plague is a plague magically created by the Heaven Knights to enforce the rule of the Ilium Empire.
The disease attacks the body, causing severe skin lesions and bleeding from the eyes and ears. After the initial infection, black veins appear along the skin which pulse slightly along with the victims heartbeat.
At the later stages, the veins cover the body completely before the body begins to decay before the victim’s eyes. As their body shuts down, the decay continues until the deceased rises as a breath zombie.
When the Breath of Ilius kills a creature, its evil and necrotic energy raises the creature as a powerful undead zombie.
Reaper Plague disease.
Breath Zombie Reaper: ?
La'ree: As creations of the all powerful Shan’ree, La’ree work to turn the world into a realm of undead.
The La’ree, also known as lesser shades, are the spawn of Shan’ree, created from the essence of those slain by the greater shades.
“La’ree” is a template that can be added to any paragon or epic tier humanoid.
Requirements: Humanoid, Level 11
Shan’ree can create lesser beings called La’ree who serve them as spies, assassins and warriors.
La'ree Faoian Troll: ?
Blue Jade Skeleton: ?
Red Jade Skeleton: ?
Green Jade Skeleton: ?
Shan'ree: As offspring of the Wyrms of Winter and Autumn, the Shan’ree are terrifying undead creatures who strive to enslave the world in darkness.
Autumn Shan'ree: “Autumn Shan’ree” is a template you can apply to any epic humanoid monster.
Requirements: Humanoid, Level 21
Autumn Shan'ree Storm Giant: ?
Winter Shan'ree: “Winter Shan’ree” is a template you can apply to any epic humanoid monster.
Requirements: Humanoid, Level 21
Winter Shan'ree Oni: ?
Queen Yaneria Ro: ?
Lord Razel: ?

Reaper Plague
Level 21 Disease
The Breath of Ilius courses through the body of the victim, corrupting their organs into undead abominations.
Attack: +24 vs. Fortitude
Endurance: improve DC 34, maintain DC 30, worsen DC 29 or lower
The target is cured.
The target regains one of its lost healing surges. The target loses this healing surge again if its condition worsens. The target is no longer weakened.
Initial Effect
The target loses two healing surges until cured and is weakened.
Each time the target uses a healing surge, it gains ongoing 20 necrotic damage (save ends). If this reduces the target to 0 hit points or fewer, it dies and turns into a Breath zombie 1d4 rounds later.
Final State
The target dies and is raised as a Breath Zombie 1d4 rounds later.

Nightmares Dreams of the Damned
Nightmare: Nightmares are created when a Kin power core goes critical and implodes. The more powerful the core is, the more powerful the nightmare created is.
It is believed that nightmares are formed as the core’s erratic internal reaction reanimates any and all dead matter around the core, from dust particles to dead flakes of skin. How this takes place, exactly, remains a mystery, largely due to the fact that the source of the energy contained in the Kin’s power cells is also unknown. Some prominent scientists have speculated that they harness the nature of entropy, the inevitability of all things to erode and break down, itself.
Nightmare Hound: ?
Collapsed Frightling: ?
Nightmare Stalker: ?
Nightmare Wurm: ?
Stable Frightling: ?
Nightmare Corrupter: ?
Nightmare Basilisk: ?
Nightmare Deathkite: ?
Powered Frightling: ?
Nightmare Angel: ?
Nightmare Colossus: ?
Nightmare Miasma: ?

Oracle of Orcas
Death Knight: A prophecy foretells of the rider of Cymbas, a horse bearing a cloven hoof, will become a plague to humanity by becoming the greatest death knight upon destruction.
Battle Wight: ?

Plague
Plague Spawn: Plague spawn are those unfortunate individuals who have succumbed to a plague of magical origin. Although dead, the plague lives on with them, animating their bodies as an engine to continue the pestilence’s spread. Either under the command of a plague master, or at their own volition, they are compelled to seek out others and to infect them.
Prerequisite: Humanoid
Berserker Plague Spawn: ?
Miasma: Miasma form in plague pits, pest houses, and any other places in which a large number of plague-infested corpses accumulate. Composed of the sputum and other noisome liquids given off by the dead and the dying, miasma are wracked by the agonies and the hopelessness of the dead.
Miasma form in plague pits or in other places containing large numbers of plague dead.
Elder Miasma: Elder miasmas are terrible combatants. Spawned from ancient plague pits, they are have been driven virtually insane by the long years of their existence and the pain of their creation.
Pestilential Treant: A pestilential treant was once a normal treant that took root above an old plague pit. As its roots quested ever downward it encountered the disease-ridden remains buried in the pit and fed upon the vile liquids and ichors therein. Not only has the infection changed the treant’s natural abilities, but it also warped its personality, turning it in a black hearted creature of death and disease.
A pestilential treant was once a normal treant, but it has been warped by the strange energies given off the mass graves of the plague dead.
Pit Slime: When plague ravages an area with particular savagery and orderly burials cease mistakes can be made. In some cases, still living plague victims are cast into the pits under the mistaken assumption that they are dead. Buried among the numberless dead, these unfortunate’s last moments of life are filled with abject terror, agonizing pain, and the numbing realization of imminent death. If the victim is sufficiently strong willed some portion of him lives on after death imbuing the sludge at the bottom of the pit that oozes from the decomposing corpses with a spark of sentience.

Ebon Plague disease

Ebon Plague Level 28 Disease
Attack: + 31 vs. Fortitude.
Endurance: improve DC 35, maintain DC 30, worsen DC 29 or lower
The target is cured.
Initial Effect: Character feels ill and suffers and alternating hot and cold flushes as well as a strong feeling of vertigo.
Character becomes weakened (as described by the Player’s Handbook) and has an overwhelming urge to drink.
Final State: The target dies. In 1d4 hours, the subject rises as an undead; apply the plague spawn template to the slain individual. Special Note: A Gentle Repose prevents a character killed by the ebon plague from rising as an undead while the ritual is in effect.
Ebon Plague
One of the staples of recent fantasy and fiction writing and movies is the disease that transforms the dead into ravenous zombies. One such disease is presented above. Use this disease in conjunction with the plague spawn template presented later in this chapter.
Infection and Transmission: Ebon plague is transmitted through the natural attacks of those infected with it. Whenever the infected creature claws, bites, or otherwise injures a target, it makes a secondary attack (using the statistics above).
Incubation Period: After death, the subject rises as a plague spawn in 1d4 hours.
Symptoms: Characters infected with ebon plague suffer from alternating hot and cold flushes and overwhelming vertigo. As they become sicker, they become weaker and are afflicted by a raging thirst.

Pnumadesi Player's Companion
Undead: No trees of any recognizable family grow inside the Elemental Plateau, and the fallen simply rise as undead in almost no time. This latter situation may show a closer connection to the underrealm instead, but historians are torn as to whether, in fact, both the overwhelming presence and the lack of any presence of the underrealm has the same net effect on the environment.

Points of Conflict Encounter 1 The Charnel Pit
Elven Skeleton: This underground chamber has been used to dispose of massacred elves. Some of the bodies have become skeletal undead.

Scarrport City of Secrets
Skeleton: ?
Ghoul: ?
Vampire: ?
Azran the Undying: ?
Abyssal Ghoul Myrmidon: ?

Secrets of Necromancy
Undead: The summoner learns to harness the necrotic energy necessary to speak with and create the undead.
The dread summoner is a necromancer who has perfected the art of summoning unholy entities from beyond, or raising new undead from corpses both fresh and ancient.
Create Undead ritual.
Greater Curse of Unlife ritual.
Ring of Undeath magic item.
Bone Servant: Create Bone Servant power.
Create Bone Servant II power.
Create Bone Servant III power.
Create Bone Servant IV power.
Greater Bone Servant: Create Bone Servant III power.
Create Bone Servant IV power.
Bone Terror: Create Bone Terror power.
Drudge Skeleton: ?
Skeleton: ?
Zombie Rotter: ?
Zombie: ?
Gravehound: ?
Zombie Hulk: ?
Wight: ?
Wraith: ?
Phantom Warrior: ?
Ghoul: ?
Horde Ghoul: ?
Wailing Ghost: ?
Skull Lord: ?
Battle Wight: ?
Slaughter Wight: ?
Mad Wraith: ?
Sword Wraith: ?
Homunculi: Summon Humnculi ritual.

Create Bone Servant
You can create a bone servant to aid you in battle.
With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions.
Daily – Standard – Arcane, Necrotic
Close Burst 1 (area skeleton appears in)
Sustain: minor
Effect:
You summon forth an undead bone servant.
You may move and direct the minion at your discretion, which will also fight for you. The bone
servant is dismissed when the encounter is over or it is destroyed. You can use your move action to move both yourself and the bone servant. You must use a standard action to order the servant to also engage in a standard action. If you are separated from your bone servant, it becomes independent of you and will act in a randomly hostile manner.

Create Bone Servant II
You can create two bone servants to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions.
Daily – Standard – Arcane, Necrotic
Close Burst 1 (area skeleton appears in)
Sustain: minor
Effect:
You summon forth two undead bone servants in the same manner as the Level 1 Daily spell. You may move and direct both minions at your discretion, which will also fight for you. The bone servants are dismissed when the encounter is over or they are destroyed. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner.

Create Bone Servant III
You can create three bone servants or one greater bone servant to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions.
Daily – Standard – Arcane, Necrotic
Close Burst 1 (area skeleton appears in)
Sustain: minor
Effect:
You summon forth three undead bone servants or one greater bone servant in the same manner as the Level 1 Daily spell. You may move and direct all minions at your discretion, which will also fight for you. The bone servants are dismissed when the encounter is over or they are destroyed. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner.

Create Bone Servant IV
You can create an army of bone servants to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth your skeletal minions.
Daily – Standard – Arcane, Necrotic
Close Burst 2 (area skeletons appears in)
Sustain: minor
Effect:
You summon forth eight undead bone servants, two greater bone servants, or one greater bone servant and four normal bone servants in the same manner as the Level 1 Daily spell. You may move and direct all minions at your discretion, which will also fight for you. The bone servants are dismissed when you stop maintaining the spell. You can use your move action to move both yourself and the bone servants. You must use a standard action to order the servants to also engage in a standard action. If you are separated from your bone servants, they become independent of you and will act in a randomly hostile manner.

Create Bone Terror
You can create a terrifying skeletal servant to aid you in battle. With a gesture, you cast down a handful of bone dust, and from it springs forth a monstrosity called the Bone Terror.
Daily – Standard – Arcane, Necrotic
Close Burst 3 (area skeleton appears in)
Sustain: minor
Effect:
You summon forth an enormous Bone Terror, a monstrosity of bone and tissue that towers over the battlefield. You may move and direct the bone terror at your discretion, which will also fight for you. The bone terror is dismissed when you stop maintaining the spell. You can use your move action to move both yourself and the bone terror. You must use a standard action to order the creature to also engage in a standard action. If you are separated from it, the creature become independent of you and will act in a randomly hostile manner.

Disciple of Death
Prerequisite: Necromancer
You begin the slow path towards becoming a truly undead being. You gain resist 5 necrotic and vulnerable 5 radiant. Your appearance becomes gaunt and sickly, and you smell odd.

Lord of Death
Prerequisites: Disciple of Death
You imbue your very being with the potency of undeath. While you are not yet undead, you gain resist necrotic 5 and vulnerable 5 radiant. You can be detected by spells which seek undead, but are not considered undead for all other purposes (such as turning). Your appearance looks deathly, and you shun the light.

Undead Mastery
Prerequisite: Undead Disciple, Lord of Death
You are now the master of undeath, and your very body shows in its deathly palor and your disturbing presence. You gain resist necrotic 10 and vulnerability radiant 10.

Avatar of Death
Prerequisites: Necromancer
You have learned to master the powers of darkness and are practically an unliving embodiment of the undead. You are now considered undead, immortal, and gain resist necrotic 15. You gain vulnerable radiant 15, and are now fully affected by all effects that target undead. Your appearance has changed to certifiably undead, and you no longer radiate any internal body heat. To maintain a human-like appearance you must invest in 100 GPs worth of products each month to treat your body to preservative fluids in order to sustain a semblance of your former appearance. If you choose not to do so, then you gain a -5 penalty to any disguise checks and are obviously undead to those you interact with in the future. If you maintain a semblance of life, then you must attempt a disguise check (thievery) of DC 30 to look like a member of the living. The DC goes up by 5 for each month you miss your regimen of life-like sustaining cosmetic and preservative treatments. If you miss them for a year or more, you are no longer able to disguise your undead appearance.

Create Undead
Level: 16
Comp. Cost: 4,000 gp
Category: Creation
Market Price: 15,000 gp
Time: 1 hour
Key Skill: Arcana
Duration: permanent
Through dark rituals you gather a corpse and imbue it with unlife. This spell is extremely powerful, and should be very, very difficult to find, and never learned spontaneously. DMs beware!
Any undead can potentially be created using this spell. The caster must have at least 1 body present, and must have a specific undead entity in mind. The base DC for success depends on the following formula:
Minions: DC=15+level of monster
Normal: DC=20+level of monster
Elite: DC=25+level of monster
Solo: DC=40+level of monster For minions and normals, the caster creates 1 additional minion for every 5 points over the target DC he rolls on his skill check, so long as he has enough available bodies.
The undead created are not under the caster’s control, and unless precautions have been taken (such as the Ward against Undead ritual) they will turn on their own creator.

Greater Curse of Unlife
Level: 24
Comp. Cost: 20,000 gp
Category: Restoration
Market Price: 75,000 gp
Time: 1 hour
Key Skill: Arcana
Duration: permanent
The Greater Curse of Unlife is a lengthy ritual prepared and cast by a necromancer preparing for the worst. Whether it be death by natural or unnatural means, the necromancer is planning for his own demise.....and return!
The ritual spell takes a week to prepare, but once cast will remain in effect until the demise of the necromancer. After he perishes (fails mortality checks and/or does not return in any way, shape or form) the character affected by the spell will rise again at midnight following his demise. He will now gain the undead property, as defined in the MM, and be affected by any and all powers as if he were undead.

Summon Homunculi
Level: 1
Component Cost: 10 gp
Category: Creation
Market Price: 100 gp
Time: 1 hour
Key Skill: arcana
Duration: permanent
With a wave of your hand you imbue unlife in to fleshy bits, sculpting them in to a small and evil servant.
You imbue dead flesh in to a form of life. It forms to create a permanent tiny undead entity which will function as a small and loyal pet and servant. The homunculus has the following effects for necromancers:
Dark Vision: The Necromancer gains dark vision while the homunculus is within 10 squares.
Shared Vision: The necromancer can see through the eyes of the homunculus if it is within 1 mile of his person. He may use dark vision when employing this effect.
Recovered Energy: The necromancer may sacrifice the homunculi as a minor action and use a healing surge.
Spell Conduit: the necromancer may enact any spell he desires through the homunculi as if he were in its square, so long as he can see through its eyes.

Ring of Undeath
This interesting ring of dull iron has the image of a dreadful looking skull upon it. When wearing the ring, you seem to look more pale and sickly to those around you, and seem to radiate a faint stench of death.
Level 5 +1 1,000 gp Level 20 +4 125,000 gp
Level10 +2 5,000 gp Level 25 +5 625,000 gp
Level 15 +3 25,000 gp Level 30 +6 3,125,000 gp
Bonus: The ring’s bonus increases Fortitude, Will and Reflex saves.
Property: The bearer of this ring will be detected as if he were undead, though he is not actually undead (yet--see below). He gains a penalty to any Charisma check or skill check that might be adversely affected by his seemingly undead nature.
Power (daily): Free instant reaction; Trigger: The ring-bearer is dealt a mortal blow that kills him or reduces him to 0 hit points. Effect: The ring wearer returns to life, as an undead creature, gaining the undead property as described in the MM, and is now subject to all effects, both pro and con, that affect undead.

Swords Against Shaligon
Boneshard Skeleton: ?
Decrepit Skeleton: ?
Phantom Warrior, Carosos: ?

Tailslap! 1
Baldrik Ostov, Death Knight: There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service.

The Heart of Fire
Imprisoned Immolith: ?
Crypt Lurker: ?
Fire Warped Wraith: ?
Talis, Undead Ranger: ?
Ogramar, Undead Fighter: ?
Rolan, Undead Priest: ?
Rendal, Undead Rogue: ?
Zannara, Undead Sorcerer: ?

The Mansion on Misty Moor
Mad Wraith: ?
Corruption Corpse: ?
Deathlock Wight: ?
Blazing Skeleton: ?
Ghoul: ?
Specter: ?
Phantom Warrior: ?
Boneshard Skeleton: ?
Chillborn Zombie: ?
Skull Lord: ?

The Realms of Chirak
Undying: Elves of Chirak suffer from a curse at death. As their spiritual heaven of the fey realms was destroyed, their souls have no heaven to return to. These spirits wander the ethereal plane in a sort of perpetual purgatory. Some, those which are restless, return from the dead as Undying, a unique sort of elvish undead.
The undying are formed from elves who were either evil in nature or suffered from horrible trauma.
Undying are haunted elves, who could not find peace in the afterlife, or who did not know that they had died, for the old ways and paths of the afterworld to their fey realm had been obliterated.
Elves and fey subjected to any sort of undead creation spells have a 50% chance of become undying. Any fey creature has a 10% chance at death of automatically becoming an Undying. If the creature was an evil or chaotic being, it instead becomes a Corrupted Undying. If it died a terrible death, it must make a Will save (DC 15+ ½ the level of the dying creature) to avoid automatically returning as a Corrupted Undying.
An elf who dies and returns as an undying will do so in 2d12 hours after dying.
The undying are a special kind of undead, created from fallen elves and fey kin. Little else is known about them. Elves fear this prospect, and ask their allies to behead them if they perish in battle, to insure they do not also return.
Most undying rise from death shortly after being slain. Elves are the most common sort of undying. It is said that most elves feel that this is their fate, since their restless souls cannot travel to the Fey Realm in death any longer.
Shaligon: Orcs are a young species, brought forth in the waning years of the Apocalypse by the goddess Shaligon, who cut her own flesh to rain drops of her blood upon the world. Where each drop struck, an orc grew from the ground to form her ravenous army. The army, even defeated at the end of the Armageddon, was replenished when Shaligon was slain and the rest of her blood birthed a new wave of orcs. All of these orcs have an overriding desire to slay the servants of the gods who in turn killed their creator deity. They continue to worship the undead spirit of their goddess, who exists as a sort of gestalt entity in their minds, driving them to madness.
Undead: Any who are of sufficiently evil bent may serve Shaligon. Her promise is that all who serve and obey will live for eternity. This is true; any worshiper of Shaligon will automatically return as an undead being a fortnight after death, if they are worthy.
The Iron family has a secret history, too, which says that when the last true blood ruler of Grand Mercurios (Shyvoltz XI) fell to the blade of the first Iron Dukas, he cursed them. The curse comes in the form of madness and a form of corrupting lycanthropy in which the man becomes beast, and eventually, after death, a horrible undead monstrosity. The first Iron Dukas was interred in a great Tower of Rust in the Dreamwood. After that, other children of clan Dukas were given over to a secret order when they displayed the curse. Only one son in a generation of Dukas’s will manifest, and it is never known which son. To compensate, the Dukas family has always been prolific. Iron (the fifth) currently has four sisters and five brothers, for example.
The Shokoztoni are strong practitioners of Blood Magic, and their elder shamans of their tribes are known to have venerable huts walled with the decorated skulls of their ancestors. A curious side effect of this worship is that many undead found in the region are headless beings (headless skeletons, zombies, etc), corpses usually animated by lesser spirits conjured up by the blood mages.
Xoxtocharit are known to worship the so-called 113 divine lawgivers, or demon gods as they are known to outsiders. These entities are a mysterious collection of beings who appear to most foreigners to be demons, soldiers and generals of the old chaos armies from the time of the Apocalypse, thousandspawn, or worse. The Xoxtocharit see them as the only divine presence left worth worshipping. It is said that the opportunity for rebirth as a demonic entity is made available to the truly devout, and the chance at a return to life (usually a form of undeath) is an even greater reward.
Minhauros’ Flesh: This flesh can reanimate anything into the undead.
Memneres: Pillar is haunted, like its fellow cities, by an entity of dire nature. Memneres is a fallen Elohim, it is said, once the general of Pallath, the fallen sun god. Memneres is said to have betrayed Pallath for the love of a demon woman named Trivvetir, and when he realized his error, he remorsefully threw himself in to the Battle of the West, but was slain. The blood of Ga'thon seeped in to his mortal wounds, and he was resurrected as the undead that he now is.
Akartos Dinsur of Vanholm, Vampire: ?
Krissa: Galrond then took the girl’s remains to the site of an ancient temple, of which stood long ago to the ancient death god Malib in the time before the Apocalypse. He committed her remains to the ground, and beseeched the death god to restore her. Though Galrond wished for her love, he could not bear her to become another corrupted being of death, let alone a vampire spawn of his rival. The necromancer then left her remains there, under the impression he had failed. He does not yet know that the ground has become saturated with necrotic energy.
Gozul: ?
Furgath, Ghoul: ?
The Thirteen: The Dungeon of the Thirteen was created long ago, during the reign of the Old Empire of Meruvia. It is said that during the reign of the old Emperor Rhodathas thirteen generals, advisors and nobles rose up against him to overthrow his tyrannical rule. They failed, and all thirteen were locked within the confines of an ancient tomb-prison, and returned to unlife so that they could suffer appropriately.
Undying Spawn: On occasion a number of elves will all be slain, and a necromancer or lesser undying may induce the lot of them to rise as undying spawn.
Undying spawn are sometimes also the result of an undying going mad, when it cannot handle the transformation it has undergone.
Lesser Undying: ?
Corrupted Undying: Elves and fey subjected to any sort of undead creation spells have a 50% chance of become undying. Any fey creature has a 10% chance at death of automatically becoming an Undying. If the creature was an evil or chaotic being, it instead becomes a Corrupted Undying. If it died a terrible death, it must make a Will save (DC 15+ ½ the level of the dying creature) to avoid automatically returning as a Corrupted Undying.
Elder Undying: ?
Undying Lord: ?
Vargarun: ?
Awakened Shadow God: If the god is awakened, then the PCs are (usually) obliged to stop it if it is evil. Even if it was the shade of a good god that was resurrected, perhaps even by the PCs themselves, they will quickly discover that this is really an undead shadow of its former self, and the shade must still be stopped as it begins to go mad.
A vile shade of darkness has returned, an undead god.
Astur Jyp DiCarlo, Human Vampire Rogue 14: ?
Kaosark, Undying Hal-Elf Ranger 14: Kaosark is the spirit of a devoted preservationist who died in battle a century earlier, and was brought back from the dead by the Phylos, the avatar of Pornyphiros in The West.
Malenkin, Human Wizard Lich/Death Master 22: ?
Undying Template: There will come a time when a player character suffers a demise as an elf, and by virtue of bad luck, DM fiat or storyline requirements he will return as an undying.
DMs interested in some old school randomness may require a freshly deceased fey player character to make an “Undying check” at the terminus of their character’s life. This would require a charisma check against a DC 25 (heroic), DC 30 (paragon) or DC 35 (epic). If the check fails, or the player rolls a natural 1 on the roll, then the character returns as an undying.
Requirements: Any fey type; must have been killed in some fashion that did not also lead to dismemberment or immolation.

The Town That Time Forgot
Zombie Rotter: ?
Zombie: ?
Gravehound: ?
Corruption Corpse: ?

Three Days Until Dawn
Corruption Corpse: ?
Zombie: ?
Zombie Rotter: ?
Vampire Spawn Fleshripper: ?
Iago the Black, Weakened Vampire Lord: ?
Wraith: ?
Mad Wraith: ?

Tsorathian Raiders
Skeleton: ?
Kobold Skeletal Archer: ?

Vampire Bestiary – Mountain of the Cannibal God
Jenglot, Vampire Doll: These dolls of death are created when a person possessing supernatural power, such as a witchdoctor, is close to natural death and leaves the tribe to find an isolated place to spend his or her final days in meditation to try and unlock the secrets of eternal life. How long they maintain this hermitage depends on how close to death they are but they are never heard from again.
Ilmu Bethara Karang, Path of Eternal Life ritual.
Chupacabra, Goat Sucker: These mangy mongrels are scavenger beasts who have fed on the flesh of vampiric beings. The animals grow sickly and die within a day or two but are reborn as undead predators.
Peuchen: Monsters similar in nature to the chupacabra but derived from animals other than canines and felines include the Peuchen; a snake-like version of the chupacabra.
Chon-Chon, Vampire Sorcerer: Remnants of dead sorcerors and defeated witchdoctors, forever cursed by their rivals. While cannibals sometimes take the heads of worthy opponents as trophies, a necromancer or witchdoctor serves up an even more grisly fate for their greatest foes; stealing their soul for all eternity and using the head of the vanquished corpse as its undying slave.
The ritual for creating a chon-chon must be performed within one day of the subject’s death. Only spellcasters are suitable candidates for the procedure which culminates in the neck being ringed by an ointment after which the head falls off and the subject’s ears grow to accomodate flight.
Transformation ritual.
Yara-Ma-Yha-Who, Blood Dwarf: These despicable dwarves are in truth pitiable creatures eternally cursed to this monstrous crimson form. Forever fated to pass on their horrid lineage, for each was once a mortal swallowed by such a monster.
It is unknown how the first yara-ma-yha-who was created though some scholars recount the tale of the vampire dwarf who dared to bite Orcus himself, only to be forever cursed for his affrontery. His teeth were ripped from his mouth, his flesh turned bright red and he was returned to the world a hideous freak.
Blood Curse curse.
Asanbosam, Tree Vampire: ?
Pey: ?
Pey Alternate: ?
Soul Eater: Deadly shapeshifting cadavers, soul eaters are ghoulish undead soldiers created from the corpses of cannibalistic witches and witchdoctors.
Obayifu: ?
Obayifu Alternate: ?
Boo-Hag: ?
Loogaroo: ?
Ole-Higu: ?
Soucouyant, Soukounian: ?
Wendigo, Elemental Vampire: Wendigo Psychosis disorder.
Adze: Shapechanging maggots, adze are elemental creatures attracted to carrion, filth and gore (and through association undead) by natural instincts. But after feeding upon undead flesh and blood they become forever tainted by the experience, thereafter only gain sustenance preying upon the living.
Firefly Adze Swarm: ?
Fire Wendigo: The initial transformation phase of the wendigo is not much bigger than the mortal it possessed.
Fire wendigo arise in places of volcanic activity, but lack of food sources can often cause them to migrate to other areas.
Lightning Bug Adze Swarm: ?
Mountain Wendigo Abomination: ?
Thunder Hornet Adze Swarm: ?
Wendigo Behemoth: ?
Wight: Often found serving more powerful undead masters and mistresses, many varieties of wight exist, typically reflecting some evil aspect of their past lives or the environment in which they were murdered.
Wizard Wight, Mokoi, Blind Wight: These undead assassins are created from the corpse of a spellcaster by a rival magician wherein the neck of the defeated is smothered in an ointment that causes the head to detach itself and fly up (see the Chon-chon). But the body does not go to waste, also taking on a life, or rather unlife of its own.
The former body of the chon-chon is not spared the attentions of necromantic revival. The headless corpse becomes a mokoi, also known as wizard wights, or sometimes blind wights.
Bone Wight, Aswang: Half-eaten undead horrors, bone wights are the wretched remains of unfinished meals given unlife through even fouler necromancy. These reanimated victims of circumstance are constantly hungry for flesh, even though they require no sustenance.
Bone wights are those poor souls slain by being either partially devoured or at least prepared for consumption.
Marsh Wight, Chibaiskweda: Marsh wights are created through the improper burial of a body by dumping it in a bog.
These creatures are found in Native American mythology (specifically the Abenaki tribe) and are thought to be corpses animated by marsh gas following an improper burial.

ILMU BETHARA KARANG
Unlock the secrets of eternal life by sacrificing everything for a new beginning, transferring your ebbing mortal soul to a diminutive vampiric vessel.
Level: 3
Components: Doll, your soul
Category: Creation
Market Price: 1000 gp (rare)
Time: 1 day
Key Skill: Arcana or Religion
Duration: Permanent (no check)
The Ilmu Bethara Karang or “Path of Eternal Life” is the ritual wherein one can gain immortality by becoming a jenglot. This ritual is known to a few witchdoctors and is used when they believe, whether through wounds or illness their time is nigh.
The jenglot sustains itself through its aura, which drains the life blood from those nearby. A bowl of blood placed next to a jenglot will evaporate within a few minutes.

TRANSFORMATION RITUAL
Death begets undeath in this ritual of eternal servitude and damnation.
Level: 3
Components: Salve, dead Spell-caster’s body (fresh)
Category: Creation
Market Price: 1000 gp (rare)
Time: 1 hour
Key Skill: Arcana or Religion
Duration: Permanent(no check)
The salve or magic cream used in the ritual, smeared around the neck of the spellcaster’s corpse, is created from a combination of certain rare plants, the fat from an Impundulu and the poison harvested by cannibal snipers.
Once cream is applied and the words of power spoken the head will detach from the body, its ears expand and it will fly up into the air.

BLOOD CURSE
CURSE
Those affected by this disorder develop an insatiable hunger for meat to the point where they become cannibalistic murderers.
Luck Check (Saving Throw): At the end of each extended rest: Worsen (Failed Save: 9 or less), Improve (Successful Save: 10 or more)
Stage 0: The target is free of the curse.
Stage 1: While affected by stage 1, the target’s skin becomes reddened and sensitive.
Stage 2: While affected by stage 2, the target’s skin becomes bright red and features become puffed and bloated. The target gains Vulnerability 5 All.
Stage 3: While affected by stage 3, the target loses their hair (though in time this will regrow once they are free of the curse) and also loses about 10% of their height, treat as if being constantly weakened.
Stage 4: The target becomes a Yara-Ma-Yha-Who

WENDIGO PSYCHOSIS LEVEL 6 DISORDER
Those affected by this disorder develop an insatiable hunger for meat to the point where they become cannibalistic murderers.
Insight Check: At the end of each extended rest: Worsen (DC 18 or less), Maintain (DC 19-22), Improve (DC 23+)
Stage 0: The target recovers from the disorder.
Stage 1: While affected by stage 1, the target is distracted by its hunger and suffers a -2 to all defenses.
Stage 2: While affected by stage 2, the target’s hunger becomes difficult to control and it must eat a sizeable quantity of meat every waking hour or lose a healing surge, rather than do this it will attempt to murder the nearest person and eat them.
Death: If the target dies it is reborn as a wendigo

WENDIGO PSYCHOSIS LEVEL 11 DISORDER
Those affected by this disorder develop an insatiable hunger for meat to the point where they become cannibalistic murderers.
Insight Check: At the end of each extended rest: Worsen (DC 21 or less), Maintain (DC 22-25), Improve (DC 26+)
Stage 0: The target recovers from the disorder.
Stage 1: While affected by stage 1, the target is distracted by its hunger and suffers a -2 to all defenses.
Stage 2: While affected by stage 2, the target’s hunger becomes difficult to control and it must eat a sizeable quantity of meat every waking hour or lose a healing surge, rather than do this it will attempt to murder the nearest person and eat them.
Death: If the target dies it is reborn as a wendigo.

War of the Burning Sky 4e Campaign Guide
Undead: Inside, the heroes find that the castle is now overrun by undead, animated by a strange fiery rip in the fabric of the planes.

War of the Burning Sky 4e 1 The Scouring of Gate Pass
Dwarven Wight: ?
Dwarven Bonsehard Skeleton: ?
Dwarven Decrepit Skeleton: ?
Decrepit Orc Skeleton: ?

War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar
Indomitability: The nature of the living fire in Innenotdar often provides a form of immortality. As creatures burn, they are reduced to a state of death, at which point they are rejuvenated by a unique combination of elemental fire and radiant energy. If the forest’s fire would kill a victim, Indomitability’s essence invests itself and places the creature in a bizarre state of undeath. The victim is still on fire, and hair, clothing, and equipment burn away, but the creature no longer takes fire damage nor does it need to make any more death saving throws.
Most of the forest creatures have “died” and been kept from permanent death by Indomitability’s essence infusing them.
If a hero dies, it takes time for Indomitability to overcome the hero’s will and begin the changes. Upon death, regardless of the hero’s current hp total, he is automatically brought to 0 hp. One hour later, Indomitability attempts to overcome the hero’s mind (+12 vs. Will; the hero rekindles and obtains all of Indomitability’s properties, powers, and auras). If Indomitability fails this attempt, the hero remains “dead” until he is rescued.
Ghast: The remnant of a revolting tragedy now lurks at the grove. A druid couple and seven orphan children they sheltered hid from the fire in caves upstream. They waited for the fire to die out, but when it did not, the druids killed and ate the children. They eventually turned on each other to feed and died from their wounds at the same time, eventually rising as ghasts.
Ghasts are undead humanoids created when one dies during the act of cannibalism.
Seela Caretaker: ?
Seela Guard: ?
Seela Skirmisher: ?
Seela Hunter: ?
Papuvin: ?
Indomitable Fire Bat: ?
Indomitable Bat Swarm: ?
Indomitable Dire Wolf: ?
Indomitable Wolfling: ?
Indomitable Rat Swarm: ?
Indomitable Dire Rat: ?
Indomitable Fey Panther: ?
Elven Decrepit Skeleton: ?
Elven Warrior Skeleton: ?
Indomitable Goblin Warrior: ?
Indomitable Goblin Skullbreaker: ?
Indomitable Goblin King: ?
Indomitable Khadral: ?
Indomitable Zombie Elf Skirmisher: ?
Timbre: ?
Indomitable Dire Boar: ?
Tragedy: The souls of the dead killed by a great evil that could be stopped sometimes become a tragic creature that seeks revenge against those who could have prevented it.

War of the Burning Sky 4e 3 Shelter From the Storm
Bonemound Skeleton: The cannibal witches’ home is found on an island protected by the undead remains of their victims.
Bonemound skeletons are made from the angry whispers of the forsaken dead.
Skeletal Husk: The cannibal witches’ home is found on an island protected by the undead remains of their victims.
Skeletal husks are the intermediate stage of a necromantic ritual to create skeletal guardians. As the body decays, the husk gathers necrotic energy from around it and oozes it through its fatal wound.
Fragile Skeleton: The cannibal witches’ home is found on an island protected by the undead remains of their victims.
Greater Elven Ghoul: ?
Elven Runefire Skeleton: ?
Sodden Skeleton: ?
Frothing Seafoam Skeleton: ?

War of the Burning Sky 4e 4 The Mad King's Banquet
Jutras: Jutras is a mohrg, a ghoul-like creature that is the undead creation of an unrepentant mass murderer.
Zombie: Typically, Jutras will terrorize a prisoner and then finish him off, dumping the body into the septic tunnel where it eventually becomes a zombie.
Creatures killed by Jutras rise after 1d4 days as zombies under Jutras’s control.
Tragedy: The tragedies are undead monsters created by Inquisitor Torrax in a dark ritual by sacrificing the many people whom Steppengard had arrested on suspicion of treason.
Frozen Zombie Horde: ?

War of the Burning Sky 4e 6 Tears of the Burning Sky
Undead: But somehow the assassins sabotaged the Torch’s power, and when they vanished, they left behind a rift in the fabric of reality, an impossible connection of the Astral Plane and the Elemental Chaos. Within moments the castle and miles around it was engulfed in flames, and all those slain by the blaze were infused with necromantic energy, soon to rise as undead. Now, the firestorm created by the rift drifts for miles in every direction, raining liquid flame upon the land, turning anything it slays into undead.
Now, with the wind at their backs, the heroes set out for Castle Korstull, a canyon fortress in the where Emperor Drakus Coaltongue was slain, and where it is believed the Torch of the Burning Sky may lie. An endless firestorm wracks the surrounding lands, animating as undead all who die to its falling flames, including all those who defended the castle that was to be the emperor’s final conquest.
Although nearly all of the undead within Castle Korstull will fight to the death, they might choose to capture the heroes if they defeat them. Captives are taken to the Dark Pyre to be animated as undead minions in Griiat’s personal army.
When the initial firestorm struck and the Dark Pyre was created, the courtyard just outside the castle, it animated both Ragesian soldiers and Sindairese prisoners.
The Dark Pyre: Any living creature starting its turn in this room takes 5 fire and necrotic damage. Falling into or starting a turn in the Dark Pyre does 5d6+9 fire and necrotic damage and 10 ongoing fire and necrotic damage. The target must succeed a DC 25 Constitution check or become immobilized until the end of its next turn. Once killed by the pyre, the hero will rise as an undead creature after a number of days equal to half his level.
Dark Pyre Assault Team: He calls upon the power of the Dark Pyre, conjuring a black lightning bolt as he did when the heroes first arrived. These bolts, which Griiat can only evoke once per day, can animate the corpses strewn about the battlefield outside the castle, each creating up to 40 HD of undead who intuitively know Griiat’s command.
Ghoul: Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls.
Dark Pyre Warrior: A black bolt of lightning rends the flaming sky and strikes one of the large 15-foot square steel cages not more than thirty feet before you. Its blast shatters and throws bone and rock skyward to fall nearby. Everywhere the debris touches, it stirs the long-dead skeletal remains and they rise with eye-sockets ablaze with flaming tears and a deathly laughter croaking from non-existent throats.
Dark Pyre Sergeant: A black bolt of lightning rends the flaming sky and strikes one