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Voadam

Legend
Crypt of the SCIENCE-WIZARD 5E
5e
Techno-Mummy: These mummies are prepared with technology and science, not dark magic or curses.
The chemicals and preservatives used to prepare the techno-mummy have potentially damaging effects upon living tissue.
These undead creatures are created in scientific laboratories in places where technology has evolved to an extremely high level. While some may be the result of medical experiments failing, or chemical interactions gone awry, they are usually part of a larger meticulous plan. Unlike the “more common” mummies, dark necromantic rituals have no part of their creation.
Mummy, More Common Mummy: Unlike the “more common” mummies, dark necromantic rituals have no part of [techno-mummies] creation.
The Advisor, Techno-Mummy: ?
The Consort, Techno-Mummy: ?
Kersete I, The Science-Wizard, Mummy-Lich: ?
 
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Voadam

Legend
Custom Ancestries & Cultures
5e
Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion.
Awakened Undead: Undead are created in a variety of ways: necromancy, a curse, or even a contagion. Whatever the cause, a very few people who fall victim and are transformed into undead nevertheless retain their minds and personalities from life. These lucky (or unlucky?) few reawaken after death to discover themselves transformed into an animate corpse.
Animated Corpse: ?
Zombie: ?
Vampire: ?
 

Voadam

Legend
D&D CLASSIC EDITION (HOUSERULE)
5e
Undead: Necromancy spells manipulate the energies of life and death. Such spells can restore life force, drain the life energy from another creature, create the undead, or bring the dead back to life.
Spells and class features allow characters to transform into animals, summon creatures to serve as familiars, and create undead.
Powerful Undead: ?
Skeleton, Undead Skeleton: Animate Dead spell.
Zombie: 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.
Animate Dead spell.
Life Drain spell.
Banshee: ?
Ghoul: ?
Flameskull: ?
Lich: ?
Shadow: ?
Will-o'-Wisp: ?

Animate Dead
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: 1 corpse; see text
Duration: Instantaneous
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can’t be animated again.
Regardless of the type of undead you create with this spell; you can’t create more than 1 undead creature with a single casting of Animate Dead. Casting this spell in a desecrated area (see the Consecrate spell) doubles this limit.
The undead you create remain under your control indefinitely. As a bonus action, you can mentally command any undead you made with this spell if it is within 400 feet of you (if you control multiple undead, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the undead 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 undead creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Life Drain
Necromantic
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: 1 living creature
Duration: Concentration, up 1 minute/caster level
Saving Throw: Constitution negates; see text
The target must succeed on a Constitution saving throw or its hit point maximum is reduced by 4d6. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under your control, unless the humanoid is restored to life or its body is destroyed. You may only control a number of undead equal to your twice your proficiency bonus.
 

Voadam

Legend
5E Foes: Cults of Hell
5e
Ghoul Sanguine Priest: ?
Vampire Spawn Sanguine Deacon: A humanoid slain in this way [by a vampire sanguine archdeacon's bite attack] and then bathed in muckstuck blood rises the following night as a deacon under the arch-deacon's control.
Muckstuck: The entirety of a Sanguine church hinges on its muckstuck, a damned raised from Infernus that was a flatterer in life.
Vampire Sanguine Archdeacon: ?
Wrathborn: Worshippers of Phlegyas are those who want to murder the world, one soul at a time. To that end they create a wrathborn, a cursed lineage inhabited by thirteen damned souls from the Styx. These wrathful thirteen continue as if they were still in Infernus, murdering every being who comes within a few miles of the body of water where they are born.
The Thirteenth find a young soul and drown him or her. His death and subsequent resurrection creates a wrathborn through which the Thirteenth's wrath may find its expression. The Thirteenth are dedicated to ensuring the wrathborn keeps killing by infusing a body of water with the River Styx. Then, on the thirteenth of every Friday, the wrathborn is born again. The wrathborn is possessed by a wrathful from Infernus, unless the body is so destroyed that it cannot be possessed, in which case the Thirteenth will procure a blood relative for possession.
The Thirteenth use bodies of water—lakes, ponds, and other waterfronts—to create and trap the wrathborn.
Cac: ?
Parent: The parents appear as headless corpses, themselves reanimated by discordant damned.
Ghoul: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
Vampire Spawn: Worshippers of Cerberus have perverted the sacrifice of Sikkar, often by fire, into a blood ritual in which drinking his blood is seen as a form of redemption. This blood is collected from a muckstuck, itself absorbed from stirges who are squeezed to provide the liquid to worshippers. It is also carved up and baked into bread-like wafers, which are fed to the faithful as the “body” of Sikkar. The worshippers eat Sikkar’s flesh and drink his blood, believing it brings them closer in communion with their deity. Over time, the population is turned into vampire spawn (those who drink Sikkar’s “blood”) and ghouls (those who eat his “body”).
 

Voadam

Legend
Before the Stroke of Midnight - Level 9 Adventure and Compendium
5e
Undead: ?
Duchess Rose Amandian Blackraven, Undead Spirit, Ghost, Restless Spirit, Tormented Spirit, Undead Wraith, Vengeful Spirit: Rose was a female human noble (CN) and Duchess of Shieldsborg Castle. She died after being poisoned by Prunellia. After her death, Rose transformed into an undead spirit that haunts the mausoleum in the Blackraven cemetery.
After Rose Blackraven had passed away, her spirit lingered in the castle long enough to learn the truth about how she died. Prunellia’s betrayal enraged Rose beyond mortal bounds and turned her into an undead creature doomed to forever rage over her fate inside the old mausoleum.
Vengeful Bride: The vengeful bride is the spirit of a bride-to-be who died from mortal sorrow after her fiancé was murdered.
Fearsome Undead: ?
Spirit of a Bride-to-Be: ?
Undead Spirit: ?
Undead Familiar: ?
Ghast: ?
Eerie Ghost: ?
Viola Grey, The Ghost of Shieldsborg Castle, Half-Elf Ghost: ?
Ghostly Apparition: ?
Ghostly Shape: ?
Ghost: Little is known about the Veil of the Afterlife. Some say it was first worn by an ancient queen whose beloved was slain in a battle. The queen mourned so grievously that she perished and became a ghost, doomed to forever haunt a forest in which she and her lover often had walked.
Ghostly Woman: ?
Prunellia, Lich: If the characters didn’t defeat Prunellia, she continues her murderous scheme. Her evilness and magical abilities eventually transform her into a lich, which proceeds to rule the castle and surrounding areas with terrible wrath.
Lich: ?
Infuriated Lich: ?
Mummy Lord: ?
Skeleton: ?
Poltergeist: ?
Restless Spirit: ?
Haunting Spirit: ?
Vampire: Spooky Wild Magic Effect 91-92.
Vampire Spawn: ?
Wight: ?
Wraith: ?
Zombie: A creature killed by a [subtly changed phase] spider rises as a zombie controlled by the DM at the beginning of its next turn.

91–92 If you die within the next minute, you return to life as a vampire or a werewolf. Your alignment and memory remain unchanged.
 
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Voadam

Legend
Dark Sun Terrors of the Desert
5e
Dwarf Banshee: Dwarves who die before completing a major focus are often condemned to live out their afterlives as banshees. In unlife they haunt their unfinished work or quest, unable to bear the fact that someone else may complete what they could not.
Shadow Giant, Shadow People: Shadow giants, or shadow people as they prefer to call themselves, are the descendants of the halflings who served Rajaat the Warbringer during the Cleansing Wars.
Shadow giants are the descendants of the loyal servants of Rajaat who the Champions sacrificed to complete the betrayal of their master. These halflings merged with the Black and can only interact with the real world in the form of shadows.
It is not known what they eat, but the shadow people desire obsidian as eggs to incubate their young and have contracts with nobles, including one from Urik to provide 100 unblemished balls of obsidian each year.
Sand Bride: ?
Negative Material Plane Creature: ?
Sand Mother, Mother of the Bride: A sand mother, or mother of the bride, is a very old and powerful version of the sand bride. Its normal appearance is identical to that of the sand bride. It is not known if the sand mother is a unique creature or if a sand bride can somehow evolve into a sand mother.
Thrax, Water Wraith: Legends say the sorcerer queen Abalach-Re offered an alliance to a town of proud warriors. The town refused and killed her envoys. In return, she cursed the town with an unquenchable thirst, and within days, the entire town was dead and the thrax were born.
A human who survives water drain damage from a thrax must succeed on a DC 14 Charisma saving throw or become cursed. Over a period of 1d4+1 weeks, the human painfully begins to change into a thrax and is possessed of an overwhelming thirst, tripling her daily water needs. Other races are immune.
Dreadful Creature: ?
T'liz: Defilers who accumulate enough defiler points are forcibly severed from their life essence, and some defilers embrace this change.
T’liz are undead defilers whose spirits have outlived their bodies.
Lich, Kaisharga: ?
Undead: ?
Undead Defiler: ?
Extremely Powerful Undead: ?
Undead Halfling: ?
Undead Horror: ?
Undead Minion: ?
Willing Undead: ?
Wraith Athasian: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Shadow of the Living: ?
Wraith Knight: In the Gray, the spirits of the dead slowly dissolve and are absorbed. Wraiths are sustained by a force even more powerful than the Gray – their everlasting faith in a cause greater than themselves. All wraiths need something important from their lives to serve as magnets for their spirits. These items can be candles of faith, like in the Crimson Shrine in Under Tyr, or brilliant gems full of life force, such as the gems used by the Dragon’s wraith knights.
Zombie, Common Zombie: Wherever the Gray caresses the 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. From the underbelly of Tyr to the ruins of Bodach in the Salt Meres to the Dead Land south of Balic, undead horrors aren't the villains of make believe; they are the reality of which Athasians warn their children.
Zombie Salt: The salt zombie is an undead creature born of hate (and possibly a subtle magic of the Great Ivory Plain).
These creatures are formed when a human or demihuman dies of thirst in the Great Ivory Plain.
There appear to be several areas of the Great Ivory Plain where a person who has died of thirst will become a salt zombie. (A person who dies of thirst through hit point loss does not become a salt zombie.) The sheer force of will of an individual refusing to die seems to somehow reanimate their corpse in these peculiar regions. It is unknown what sort of residual magic may linger in these areas to cause such an effect. There is a 5% chance that any person dying of thirst in the Great Ivory Plain will reanimate.
Animated Corpse: ?
Mummy: ?
Zombie Feasting: Among cannibalistic halflings, diseased inhabitants are buried alive instead of eaten, 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, called by flesh.
Zombie With Size Small: ?
 
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Voadam

Legend
Dark Matter
5e
Husk, Shriveled Undead Husk: Few can personally attest to the ravages of being exposed to the naked vacuum of space. With rare exceptions, the vacuum is brutally lethal, stripping the body of all gases, freezing it whole, and boiling its blood in seconds. Sometimes, however, the Black is ill-content with merely stripping everything from the body; it might also divorce the soul from it, leaving behind a shriveled, undead husk, restlessly prowling to satiate its bottomless hunger and thirst.
As manifestations of the 'verse's bitter severity, husks represent the fate of countless spacers who have been stranded in the Black without hope of rescue.
As storied spacer Zan, the Terran, once said, “Never search an abandoned ship without a blaster. ‘Abandoned’ doesn't always mean ‘empty’.”
In other words, old crewmen have a tendency to linger on their derelict ships as husks, still desperately clutching at their life suits and life pods for air. The last moments of these spacers are hideously stretched out to an eternity of undead suffering, terminated only when they are discovered or destroyed by salvagers, or their ship plummets into a planet or star.
Spacer wisdom attests that the dead should be pushed out the airlock without exception or delay. New spacers might attribute this course of action to pragmatic disease prevention, but seasoned explorers know it's because no ship is ever truly safe from husks. In certain regions of space, bodies can unnaturally dehydrate, shriveling to the gaunt, lifeless outline of husks, without ever meeting the vacuum directly. It is a complete mystery how such husks animate, but seasoned spacers know better than to search for the cause—the answer might prove to be far worse than the question itself.
Forlorn Husk: ?
Metallic Skeleton: An unholy abomination of necromancy and technology, a metallic skeleton is formed by dipping the bones of the recently dead in molten metal, usually bronze, silver, or gold, fitting a construct core into the skull, and animating the whole arrangement. What results is a silent, obedient minion, with the strengths of a construct and the lifeless determination of an undead.
Metallic skeletons are a fusion of the two ideal servants animated to life by arcane magic: obedient undead and simple constructs. The result is a servant capable of repairing nearly lethal damage to itself, pursuing complex goals in service of its master, and decimating its master's enemies. With its construct core embedded in its skull, the skeleton can summon vast reserves of arcane energy to collect itself from destruction, as long its skull remains intact.
Unholy Abomination of Necromancy and Technology: ?
Silent Obedient Minion: ?
Obedient Undead: ?
Metallic Skeleton Edict: ?
Metallic Skeleton Bronze Skeleton: ?
Metallic Skeleton Silver Skeleton: ?
Metallic Skeleton Gold Skeleton: ?
Worm Walker: A[ psi-worm] infested humanoid that dies rises 1 round later as a worm walker.
Humanoids that fall to psi-worms face a far more gruesome fate than death: as a psi-worm larvae burrows into its skull, it roots itself in the brainstem and seizes control of the creature, rendering them mindless. Until the threat has passed, these new worm walkers fight alongside the psi-worm gestalts to drive off invaders. However, when they are no longer needed, they are merely abandoned and left to fertilize the nearest patch of xenobloom.
Ghast: ?
Specter: ?
Gregorian Terminus the First, Immortal Lich: No one is quite sure when Terminus, an accomplished wizard, underwent the Rite of Lichdom, but by the time he turned 150 years old, it was clear that Terminus had become an immortal lich.
Shadow: ?
Zombie: If a humanoid target drops to 0 hit points [from a wrothian primarch's psionic vice attack], it rises 1 round later as a zombie under the primarch’s control, unless the humanoid is first restored to life or its body is destroyed.
For some yet unexplained reason, half of the humanoids that die on this planet instantly reanimate as zombies.
 
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Voadam

Legend
Darkmeade
5e
Ghostly Undead: ?
Undead: ?
Skeleton: ?
Zombie: ?
Wight: ?
Wraith: A wraith is created from the spirit of a dead person who embraced evil while alive.
Specter: Specters are the wraith’s spawn, created from people whose spirits are prevented from passing on after death.
Wraith Create Specter power.
Evil Undead: ?

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.
 

Voadam

Legend
DD-02 The Darkness Beneath Brightwell Manor for 5th Edition
5e
Undead: ?
Allip: ?
Burning Ghat: ?
Burning Ghat of Vaguely Dwarf Shape: ?
Lich: ?
Mummy: ?
Mummy, Mummified Remains of a Dwarven Thane, Dwarven Corpse: ?
Mummy Acolyte: ?
Mummy Acolyte, Mummified Remains of a Dwarven Queen, Mummified Dwarf: ?
Mummified Dwarf ?
Mummy Soldier: ?
Mummy Soldier, Mummified Dwarf: ?
Skeleton: ?
Vampire: ?
Serendrack, Half-Elf Vampire: ?
Vampire Spawn: A humanoid slain in this way [by a vampire's bite] and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Pale-Skinned Humanoid: ?
Zombie: Leodric sits among six corpses; he’ll cast animate dead using a 5th level slot in order to raise all of them as zombies.
Walking Corpse: ?
 


Voadam

Legend
Deep Magic: Rune Magic
5e
Vaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Ancestral Spirit: ?
Landvaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Sjovaettir: Vættir are ancestral spirits, sometimes protective and helpful but demanding of reverence and wrathful if offended. Landvættir dwell in barrows while sjövættir live beneath lakes, rivers, or the sea. Servants of the land, they are favored by the Vanir, who grant them the ability to curse those who disrespect the wild or ancient laws and traditions.
Wrathful Vaettir: ?
Bone-White Vaettir: ?
Undead: ?
Sleeping Hero: ?
Dead Ancestor: ?
Undead Ancestor: ?
Former Occupant of the Land: ?
Intelligent Undead: ?
 

Voadam

Legend
Demon Cults and Secret Societies for Fifth Edition
5e
Undead: ?
Undead Adherent: ?
Undead That Feast Upon the Flesh of the Living: ?
Lesser Undead: ?
Hungry Undead Mastiff: ?
Horrific Intelligent Undead Mount: ?
Undead Remains of a Humanoid: ?
Undead Who Shun Daylight: ?
Intelligent Undead: ?
Undead Guardian: ?
Undead Horror: ?
Shambling Undead Creature: ?
Crazed Undead Thing: ?
Darakhul: Darakhul Fever disease.
Jasna Veldrik, Darakhul: ?
Kasimir Ernis, Darakhul Gnome: ?
Darakhul Noble: ?
Darakhul Guard: ?
Darakhul Mercenary: ?
Merchant's Ghost, Half-Mad Angry Spirit: A wealthy and prosperous merchant in the city had his life fall apart around him 2 years ago. First, his wife left him after finding evidence of an affair. Then, his two children died in separate, tragic accidents. Finally, the crown put him under investigation for smuggling contraband into the city. He hanged himself in a fit of despair. Some say his ghost haunts his manor house.
The merchant’s ruin was plotted and carried out by the Weavers of Truth. The sorcerer in charge of the mission was arrogant and had the audacity to show himself to the merchant as he dangled from the rope, slowly strangling due to botching the hanging, and confessed his role in the man’s downfall. It was the last thing the merchant heard before he died. He was certainly guilty of the things of which he was accused, but his son and daughter were innocent of any wrongdoing. Now, the merchant’s ghost wants the sorcerer dead.
Ghoul, Mere Ghoul: Darakhul Fever disease.
Ghoul Servant: ?
Ghoulsteed: The Creed of All Flesh creates horrific, intelligent, undead mounts for its most prestigious guardians.
Although they're large, run on all fours, and can be ridden as mounts, ghoulsteeds are the undead remains of humanoids. They're created when a humanoid is killed by massive amounts of negative energy.
Ghast: Darakhul Fever disease.
Conjured Ghast: ?
Ghast Dire Ape: ?
Mummy: ?
Guardian Mummy: ?
Venomous Mummy: ?
Mummified Guardian: ?
Revenant: The PCs recognize the creature as a former crime boss in the city who recently vanished and was assumed murdered by a rival. The undead is a revenant, recently slain in one of the Sanguine Path’s blood rites, and seeks venegance on the cult leader that sacrificed it.
Greater Shadow: ?
Shadow Creature: ?
Shadow: A creature whose Strength drops to 0 [from shadowmaker poison] dies and transforms into a shadow with free will.
Skeletal Horse: ?
Specter: Serrin targets a humanoid within 10 feet that died violently no longer than 1 minute ago. The target's spirit rises as a specter under Serrin's control.
Spellscourged Couatl: Then, for reasons unknown, the couatl ceased its visitations. Now, it has returned, but the creature is no longer the same benign ally. Something has transformed this wise and beautiful being into an undead horror.
Spellscourged Undead: If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature.
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes matters of sickness, death, and decay. She promotes life in twisted forms, from the second existence as vampires that she bestows upon her favored children to her deft use of lust as a tool of manipulation and ruin.
Once the temple has grown in influence and worshipers, she [Cosmina Horosu] chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
Arikiine, Vampire Derro, Vampiric Leader: ?
Prince Lucan, Vampire: ?
Vampire Progeny: ?
Vampire Lord: ?
Cosmina Holrosu, Vampire: A manifestation of Marena appeared before Cosmina and caressed her face. Overwhelmed, Cosmina swore devotion to the goddess for eternity, and Marena's hand left its mark upon her skin as a reminder of the oath. Cosmina's new existence as a vampire affirms her promise.
Vampire Spawn: ?
More Powerful Vampire: ?
Drekkan, Vampire Spawn: ?
Serrin, Wraith: Nikolai kept tabs on her exploits after they parted ways and was dismayed to discover that a powerful shadow creature had slain her. Unbeknownst to him, however, she had returned to unlife and started a minor reign of terror, draining travelers to and from Zobeck.
Blood Zombie: ?
Standard Zombie: ?

Darakhul Fever
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed saving throw the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible.
If the infected creature dies while infected with darakhul fever, roll 1d20, add the character’s current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim’s body rises in.
ADJUSTMENT TABLE
Roll Result
1–9 None; victim is simply dead
10–16 Ghoul
17–20 Ghast
21+ Darakhul

Spellscourge
This disease is carried by many minions of the Great White Ape. Creatures gain 1 level exhaustion immediately upon being infected. Further exposure to infection has no additional effect, but infected creatures gain another level of exhaustion every time they complete a long rest unless they make a successful DC 15 Constitution saving throw at the end of the long rest.
In addition to gaining exhaustion, a spellcaster infected with spellscourge can lose access to his or her spell slots. Each time the spellscaster fails a saving throw at the end of a long rest (gaining another level of exhaustion), they also lose the use of their highest-level spell slots. For example, a 7th-level wizard's highest spell slots are 4th level. If he is infected with spellscourge and fails the first Constitution saving throw after a long rest, he loses the use of his 4th‑level spell slots. If he fails another Constitution saving throw after a long rest, he loses the use of his 3rd-level spell slots, and so on.
The disease can't be recovered from naturally. Only lesser restoration or comparable magic can cure it. Each casting of lesser restoration must be accompanied by a spellcasting check: if the result is 20 or higher, the spell removes 3 levels of exhaustion; 15-19 removes 2 levels of exhaustion; 14 or lower removes 1 level of exhaustion. The disease is cured when the infected creature has no exhaustion.
If a spellcaster dies from spellscourge, the creature must make one last DC 15 Constitution saving throw. If it fails, the creature rises again in 24 hours as a spellscourged, undead creature. It retains its former stats with the following exceptions:
Alignment becomes Chaotic Evil
Type becomes undead
Gains darkvision 60 feet, if it didn't already have darkvision
Can detect magic (as the spell) within 60 feet, at will
Can't cast spells or use magic items
Has advantage on saving throws against spells and magical effects
Spell attacks and weapon attacks with magic weapons are made with disadvantage against spellscourged undead
Takes 6d6 force damage when targeted by a dispel magic spell or exposed to an antimagic field
 
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Voadam

Legend
Depths of Felk Mor
5e
Undead: ?
Zombie, Normal Zombie: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
These rooms are where the caretaker locked in his failed attempts at raising the dead cultists.
The Caretaker, Zombie: ?
Putrid Zombie, Slightly Stronger Zombie: ?
Skeleton: If the players keep Arkam's book in their possession, they will slowly become malevolently insane. In 2d6 days, their alignment will shift to Chaotic-evil (chaotic) and they will not be able to resist the calling of the book to start performing similar experiments on living creatures themselves.
Before this happens, however, the players should get fair warning that their characters are starting to have more and more thoughts about the book and the secrets therein. They will start to feel compelled to study the book and have an unusual interest in dissecting creatures.
If a character still does not destroy or otherwise get rid of the book, after this time they will have the ability to animate zombies or skeletons (depending on the corpse used) at the rate of one per week and at a cost of 50gp in materials.
This is the hall of the dead, a burial place for the cultists. If any of the bodies are disturbed, or if there is a loud noise, all of the bodies will animate and attack any living creature not wearing a badge of Remahotep. If they are left undisturbed, they will not animate.
Animated Skeleton: ?
Haunt: The haunt is the ghostly representation of an ancient gnomish druid whose task it was to keep the water caverns pure. When the corruption of Remahotep first began to appear many years ago, he found the recipe for a potion of purify water. The priests of Remahotep needed the corruption and blight of the water to spread in order to make the area receptive to the evil that would soon follow.
When the gnome druid was near completion of his task and had captured a minotaur lizard, one of the high priests caused an earthquake to create the chasm and seal off the druid to the west side alone with the beast, which ended up killing him before the task could be resolved.
Lesser Wraith: ?
Undead Minotaur Lizard: Residing in this chamber behind the logs is the minotaur lizard that had killed the gnome druid. Or what used to be the minotaur lizard. The creature would have died long ago, but has been “infected” for a lack of a better word, with the evil energy saturating this place. The creature is now an undead version of itself, and will savagely attack any living creature that enters this area.
Coffin Corpse, Undead Coffin Corpse: Coffin corpses are similar to zombies in creation, but were imbued with a much higher intelligence.
Strewn about in this room are the corpses of four Migo. Or more accurately, four coffer corpses of what used to be Mi-go. Back when the priests of Remahotep started contaminating the area, these creatures came with them, but were slain. They are now undead coffin corpse creatures.
Wight: These creatures are wights, having once been caretakers for the dead followers of Remahotep.
The Old King, Ancient Mummy: ?
Shadow: This large cavern used to be home to the bugbears first, until the black puddings drove them out deeper within the mountain. However, many of the bugbears had perished and raised as shadows.
 

Voadam

Legend
Devils in the Details (Level 16 PCs)
5e
Lord Ganelon Mordant, Mighty Death Knight: The explanation of the Iron Conclave’s disappearance begins in one of the layers of Hell, with the machinations of the pit fiend Vossargas. The devil had patiently devised a ritual that would allow him access to the mortal realm, and the last component required was the corruption of a truly noble heart.
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
Lord Ganelon Mordant’s fall from grace caused him to become a death knight after his passing.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Death Knight: If the party intimidates Xalabrachne, he’ll reveal the truth about the pit fiend’s plans - Vossargas is using his access to the Material Plane to corrupt powerful mortals to make a legion of death knights. He needs mortal souls to forge these powerful weapons, and when his army is complete, he’s set to ousting Baalzebul and claiming himself as Lord of Hell.
Lord Roland Nyssar, Revenant: Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
When Lord Roland Nyssar passed into Hell, his corpse animated as a revenant.
The magic that gives Lord Nyssar unlife is normally limited to one year, but that time has come and gone and yet the revenant persists. Perhaps it is because the cursed Rivermarch Keep only resides on the Material Plane briefly, once each month – or perhaps the flow of time in Hell is much slower than on the mortal realm. Whatever the reason, Lord Nyssar has not rested a single night since his death decades ago, every minute of his existence dedicated to complete and utter revenge.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
Whatever curse that has taken them has afflicted me differently, it would seem, as I am granted some cruel semblance of life each day. I swear this, I will not rest until I have throttled the life out of the succubus that turned my friend against me. I will not rest until I return the favor to Lord Ganelon Mordant.
I will have my vengeance.
Skeletal Knight: Skeletal knights are much more powerful versions of animated skeletons.
The explanation of the Iron Conclave’s disappearance begins in one of the layers of Hell, with the machinations of the pit fiend Vossargas. The devil had patiently devised a ritual that would allow him access to the mortal realm, and the last component required was the corruption of a truly noble heart.
Vossargas set his sights on the Iron Conclave, and Lord Ganelon Mordant in particular. The pit fiend contacted the succubus Lilytha on the Material Plane, and arranged a deal with her to help further his plans.
Lilytha infiltrated the Iron Conclave under the magical guise of a hand-maiden, and set to enamoring Lord Mordant. The process was slow, and subtle, but ultimately the paladin succumbed to her beauty and took her as his lover. It soon came to be that Lilytha was always seen at the lord’s side, whispering in his ear. The decisions and votes Lord Mordant cast began to turn dark, and out of character.
Each subsequent meeting of the Iron Conclave drew more suspicion and unrest from the council, wary of Ganelon and Lilytha’s relationship. Lord Roland Nyssar in particular spent many days with a keen eye on this hand-maiden that had won his friend’s affections. On the first night of the council’s 144th meeting, Lord Nyssar discovered what he was searching for – catching the succubus without her magical illusions that disguised her to appear human.
In Rivermarch Keep’s Great Hall, before all of the Iron Conclave, Lord Nyssar accused Lilytha of being a hellspawn, sparking a furious argument between himself and Lord Mordant. On that evening, before every lord on the council, Lord Mordant struck down Lord Nyssar in cold blood.
With Lord Mordant’s murder of Lord Nyssar, the paladin’s corruption was complete, and the pit fiend Vossargas’ ritual finished. The instant Roland Nyssar’s blood hit the stone floor the devil appeared before the Conclave and claimed the souls of all that inhabited Rivermarch Keep.
Upon Vossargas’ arrival, the keep was warped and transformed, forcing it to share an extra-dimensional space with Hell. Rivermarch Keep now exists simultaneously on two planes – its original construction on the Material Plane, and a twin version in Hell. The souls of the fallen lords were instantly transported to the keep’s twisted parody on the Outer Plane, damned to serve the devil thereafter.
I was once part of the prestigious group of lords that formed the Iron Conclave. We gave law to our lands, voices to our people, and peace to all of Rivermarch. Truly, there was nothing more noble I could do, nothing of which I could be more proud of doing.
But that all changed towards the end. In the waning years of our group’s endeavors we were infected with a sickness… and her name is Lilytha. A hellspawn, a fiend that turned my friend Ganelon against the graces of our union, she took the guise of servant maiden and whispered poisons in his ear.
There were many meetings when all my attention was fixed to gauging this seductress, and I’ve learned never to doubt my instincts. And then it happened – I spied upon her one day as she revealed her true form, a horned and winged thing not of our world.
I told Ganelon, my friend I thought, before all the Conclave what I had seen. But he did not believe me. He belittled me! Argued my words away! And when my back was turned, imploring my colleagues for help, he plunged his brand into my back.
Ganelon Mordant assured the doom of our council that day, and now they are destined to serve the wretches of Hell in this twisted reflection of our once great keep.
The former lords of the Iron Conclave have become the devils and undead that now serve the pit fiend that damned them.
Animated Skeleton: ?
Undead: ?
 

Voadam

Legend
BEOWULF: Horror at Herrogate
5e
Arne, Dreag: Arne was no paragon of triumph and bravery. Arne stole the glorious deeds of others and murdered them to keep his vile secret. Now, in death, this guilt plagues him and gives him his power.
Two years past, Arne came to Thorfinn with a shocking confession: he was no hero. Instead, he’d taken the credit for other, braver men and women’s deeds. He had not wanted to let his father down. Yet the lies had finally become too heavy to bear. He would visit the last settlement he had “saved” to make amends—and then he would return home to Herrogate and confess his crimes to the people. Thorfinn should have been surprised, but perhaps some part of him had suspected all along. Even as his heart broke, Thorfinn knew he had only one choice. The truth could not out. It would break his people. It would destroy his legacy. He tried to reason with Arne, but there was no changing his son’s mind. And so, when Arne set out to begin to make his amends, Thorfinn followed him. He found Arne at a campsite on the side of the road a half day’s journey from Herrogate. Arne was a sorry sight, smelling of ale, crying quietly to himself as he stared into the fire. Looking at his son, so pathetic and so deeply in need, Thorfinn’s heart filled with rage. This was his legacy? All it took was a few blows and a well-placed seax, and Thorfinn’s shame was erased. The boy didn’t even have the courage to fight back.
the Wise seek his council or attempt to reason with him. For those with the insight to see beyond Thorfinn’s ill temper, they would find a man who has lost all hope. A man who secretly wishes for the dréag to come for him and end his earthly suffering. A man who knows that the dréag is his own son—and that he alone is to blame for Arne’s fate.
In parting, the monk will suggest that, before confronting the dréag, the Hero should understand why Arne became a dréag in death. The monk shares that some nights past he had a vision of a campsite on the road to Herrogate. There, Arne lay in the dirt in a pool of blood as a man with a rich fur cloak wept at the bloody broken seax in his own hand before throwing it into a ditch and slipping away into the night.
The two men’s argument became heated until Arne told his father that the truth mattered more than any legacy. He would no longer lie for his father’s benefit. “And if the truth kills us all, there are worse things than death,” Arne declared. Then he turned in his bedroll, putting his back to his father. A strange calmness descended on Arne’s father then. The look of hatred on his craggy face made Brinda shiver. Without warning, his boot slammed into Arne’s back. Arne cried out in pain and tried to scramble away. But his father’s kicks and punches rained down until Arne was a sobbing, bloody mess begging for mercy. “Tell me you will not betray our family,” Arne’s father growled. But even in his weakened and beaten state, Arne could not be swayed. “To continue lying is a greater betrayal,” he answered, blood bubbling on his lips. It was then Arne’s father grabbed the knife at his waist and plunged it into Arne’s chest. Arne’s pained, gasping breaths carried through the grasses like the rustle of wind, until his chest fell still. When his father pulled the knife from Arne’s body he swore. The tip of the blade had broken off somewhere. Sparing one last look of disgust for his son, Arne’s father flung the broken weapon into the grass—where it landed inches from Brinda—and fled into the darkness, toward Herrogate.
 

Voadam

Legend
Draconic Discoveries (5e)
5e
Khongnochen, Adult Blue Dracolich: ?
Undead: ?
Allip: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Flameskull: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Mummy: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Shadow: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Skeleton: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Spectre: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampire Spawn: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Vampiric Mist: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wight: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Will-o'-Wisp: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Wraith: These undead may be the animated remains of the original crypt inhabitants or the remains of adventurers slain by Khongnochen.
Animated Remains: ?
Remains: ?
 

Voadam

Legend
Elder Evils 5e
5e
Undead, Actual Undead: ?
Undead World: [A]n undead world "born" at the moment of creation.
Undead Entity: ?
Undead Who Seek to Destroy the Living: ?
Mindless Undead: ?
More Powerful Undead: ?
Undead Celestial: ?
Undead Servitor: ?
Undead Guardian: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Intelligent Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Incorporeal Undead: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Powerful Undead: ?
Undead Mockery of its Former Self: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm-Infested Undead: ?
Undead Servant: ?
Acererak: ?
Alhoon: ?
Angel of Decay: The Ichor Sea
The two areas marked A on the map are part of a large sea of necromantic sludge formed from the decaying afterbirth of creation. The fluid about 200 feet deep a short distance away from the shoreline. The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws.
Any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6) necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay after 1d4 rounds.
Ichor Sea
The sea emits an aura of negative energy. All undead within 20 feet of the shore gain advantage on saving throws. Additionally, any non-undead creature that come in contact with the Ichor Sea or starts its turn in the sea takes 14 (4d6)necrotic damage and must make a DC 23 Constitution saving throw. On a failed save, a creature suffers one level of exhaustion. If a creature dies to this effect, it rises as an angel of decay (EdE 3) after 1d4 rounds.
Atropus, The World Born Dead: This moonlike orb is the stillborn afterbirth of the world's creation, an undead entity that desires nothing less than the end of the entire multiverse.
Atropus in Faerûn
In addition to the information given in the original book, a DM may wish to alter the lore of the Forgotten Realms at their table. Instead of constraining Atropus to be a leftover creation of the overgod Ao, they may wish to relate Atropus to Ao in a more equal manner, or they may wish to remove Ao from the setting altogether. In the latter case, use the default lore provided in the Background section to explain Atropus's origins.
Atropal: As stillborn creatures from the Negative Energy plane, atropals also serve as effective heralds in planar campaigns, acting as forerunners for the much larger threat to come.
Atropal Hulk: ?
Aspect of Atropus: ?
Evolved Atropal Scion: ?
Body: ?
Bone Dragon: ?
Corpse: ?
Dread Boneyard: ?
Famine Spirit: ?
Deathshrieker: ?
Ghostly Remnant: ?
Ghast: ?
Ghoul: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Gorguth: ?
Gravecrawler: ?
Corporeal Horror: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Lady Illmarrow: ?
Aspiring Lich: ?
Lich: ?
Lucather Majii: ?
Mummy Lord: ?
Nightwalker: ?
Quell: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Maddened Remnant: Over time, the influence of Pandorym's mind has created undead guardians,the maddened remnants of those who failed to release it.
Shadow: ?
Angry Shadow: In a last act of freedom as the survivors strove to divert it into its prison, Pandorym lashed out at its betrayers. It utterly destroyed the bodies of a handful of mages and their assistants, leaving their suddenly insatiable souls intact. Panic ensued. A few summoners managed to escape, sealing the chamber against dimensional travel. The ghostly remnants of the rest fed on their former allies and co-conspirators, bolstering their numbers.
Shuffling Dead: ?
Skeleton: Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Forest Giant Skeleton: ?
Spawn of Kyuss: Many cultists of the Worm That Walks learn to raise undead as spawn of Kyuss via the Worm Necromancer trait.
[During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
By default, a creature infested by the Burrowing Worm action of a spawn of Kyuss eventually dies and rises as an undead.
Blessed Spawn of Kyuss: ?
Scion of Kyuss: ?
The Dead: ?
Ulgurstasta: ?
Wight: Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Wraith, Normal Wraith: Creatures slain by the poisonous air [from the vents on Atropus] rise as wraiths 1d4 rounds after death.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Dread Wraith: ?
Zombie Burrowing Worm: [During moderate infection sign of apocalypse] Dead beasts periodically animate as undead mockeries of their former selves. These undead act as parasitic hosts, transforming into spawn of Kyuss and spreading their infection to any wildlife they kill or interact with.
Worm Necromancer elder evil cultist trait.
Zombie: [W]henever a living creature dies [during a faint or stronger Restless Dead sign], there is a 20% chance that it will spontaneously rise as a zombie in1d4 rounds.
Even creatures that died before this [strong Restless Dead] sign manifested begin to rise as skeletons or zombies,depending on the condition of their corpses.
[A]ny creature that dies [during an overwhelming Restless Dead sign] automatically rises as a zombie 1 round after death. Previously dead creatures automatically animate as skeletons or zombies.
A creature [on the moonlet Atropus] that isn't a construct, star spawn, or undead that reaches 0 hit points dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Any living creature that dies in the [aura of entropy] area rises as an undead after 1 minute. Nonsentient beings become zombies or skeletons, while creatures with an Intelligence score of 7 or higher return as intelligent undead such as wights or ghouls. There's a 10% chance that an intelligent being's mind and body separate. Its consciousness rises as an incorporeal undead, such as a quell or wraith, and its body animates as a corporeal horror as normal.
Restless Dead sign of the apocalypse.
Beholder Zombie: ?
Ogre Zombie: ?

Restless Dead
"Too long have we reveled in our wickedness, too long have we sampled the forbidden—now the gods shun us, sealing the gates to heaven and leaving us lost among the dead."
When this sign appears, the demarcation between life and death grows ever more blurry. After souls depart, their bodies stir in a wretched existence neither alive nor dead. The sign of the restless dead first makes itself known by isolated occurrences of zombies and skeletons in the community. As it strengthens, the undead plague increases. Corpses pull themselves free from graves, slaughtering former friends and lovers and swelling their ranks until only the shuffling dead remain.
Effect: In the early stages of this sign, only a few of the dead spontaneously animate. Necromancy magic becomes more efficacious, while healing magic is suppressed. As the sign intensifies, more and more corpses rise, growing stronger all the while.
Details: Atropus is associated with this sign.

Worm Necromancer. When the cultist casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
 

Voadam

Legend
Elder Evils 5e – Bestiary
5e
Aspect of Atropus: ?
Zombie: A creature that isn't a construct, star spawn, or undead that reaches 0 hit points [within the regional effect of the Aspect of Atropus] dies instantly, rising as a zombie after 1 minute if nothing raises it beforehand.
Angel of Decay: ?
Gorguth: ?
Nightwing: ?
Atropal: ?
Bone Dragon: In the mortal sphere of influence, only the most dedicated and skilled necromancers are capable of animating a dragon as a skeleton. On Atropus, these "bone dragons" are just as common as any of its other denizens, and can even be summoned and controlled by some of the more powerful horrors that roam its surface.
Skeleton: ?
Young Red Bone Dragon: ?
Dread Boneyard: ?
Atropal Scion: ?
Specter: ?
Evolved Atropal Scion: ?
Wraith: The spirit of a humanoid slain by the [evolved] atropal [scion] rises as a wraith after 1d4 rounds. Constructs are not affected by this feature.
Dread Wraith Create Wraith power.
Famine Spirit: A humanoid slain by the famine spirit rises as a famine spirit 1d4 days after death.
Atropal Hulk: ?
Quell: ?
Lucather Majii, Quell: His encounter with the mind of Pandorym held unforeseen consequences for Lucather. In addition to stripping away his free will and instilling a hatred of divinity, constant contact with the crystalline prison also ripped his soul from his body.
Lucather exists as a quell, his incorporeal presence only an echo of his formerly handsome self.
Lich: ?
Deathskrieker: ?
Dread Wraith: ?
Spawn of Kyuss: A Medium or smaller creature that is slain by Kyuss is raised as a spawn of Kyuss under his control after 1d4 rounds. Constructs are not affected by this feature. Additionally, when Kyuss casts a spell that raises undead, he can choose for any number of the undead to be spawn of Kyuss.
When the herald [of Kyuss] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
When Edwin [Tolstoff] casts a spell that animates or creates undead, up to two of the undead can be turned into spawn of Kyuss.
Blessed Spawn of Kyuss Burrowing Worm power.
Blessed Spawn of Kyuss: Kyuss Bless Spawn legendary action.
Worm: ?
Gravecrawler: ?
Giant Skeleton: ?
Forest Giant Skeleton: ?
Ulgurstasta: ?
Skeleton Immune to Acid and Necrotic Damage: A Large or smaller creature slain by the ulgurstasta is raised as a skeleton under the ulgurstasta's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
A Large or smaller creature slain by the scion [of Kyuss] is raised as a skeleton under the scion's control. These skeletons are immune to acid and necrotic damage. Constructs and undead are not affected by this feature.
Scion of Kyuss: ?

Create Wraith. 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 wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the wraith's control. The dread wraith can have no more than seven wraiths under its control at one time.

Bless Spawn (Costs 2 Actions). Kyuss targets one spawn of Kyuss within 60 feet of him. The target magically transforms into a blessed spawn of Kyuss. The target's hit points are raised to meet its new hit point maximum, even if it had taken damage before its transformation.

Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 12 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.
 
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