Undead Origins

Oracle of Orcas

Oracle of Orcas
4e
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: ?
 
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Plague

Plague
4e
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.
 
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Pnumadesi Player's Companion

Pnumadesi Player's Companion
4e
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.
 
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Points of Conflict Encounter 1 The Charnel Pit

Points of Conflict Encounter 1 The Charnel Pit
4e
Elven Skeleton: This underground chamber has been used to dispose of massacred elves. Some of the bodies have become skeletal undead.
 
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Secrets of Necromancy

Secrets of Necromancy
4e
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.
 
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Swords Against Shaligon

Swords Against Shaligon
4e
Boneshard Skeleton: ?
Decrepit Skeleton: ?
Phantom Warrior, Carosos: ?
 
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Tailslap! 1

Tailslap! 1
4e
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.
 
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The Heart of Fire

The Heart of Fire
4e
Imprisoned Immolith: ?
Crypt Lurker: ?
Fire Warped Wraith: ?
Talis, Undead Ranger: ?
Ogramar, Undead Fighter: ?
Rolan, Undead Priest: ?
Rendal, Undead Rogue: ?
Zannara, Undead Sorcerer: ?
 
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The Mansion on Misty Moor

The Mansion on Misty Moor
4e
Mad Wraith: ?
Corruption Corpse: ?
Deathlock Wight: ?
Blazing Skeleton: ?
Ghoul: ?
Specter: ?
Phantom Warrior: ?
Boneshard Skeleton: ?
Chillborn Zombie: ?
Skull Lord: ?
 
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