Undead Origins

Voadam

Legend
Eldritch Lairs for 5th Edition
5e
Undead: ?
Undead Servant: Petring was once a butler who served the lord and lady of Feycircle, but withdrew from service when he began experiencing apocalyptic dreams; every night he saw Anax Apogeion, one of the Great Old Ones that menace the Western Wastes, swallow up his little town. He prayed to every god he could think of, but only Qorgeth responded. The demon lord manipulated Petring into corrupting the corpses of Feycircle’s ancient dead into his own undead servants.
Fanatical Undead Follower: ?
Undead Follower: ?
Undead Thrall: ?
Undead Priest: He is a prisoner of the undead priests that Qorgeth used him to create.
Undead Thug: ?
Undead Guard: ?
Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Undead Minion: ?
Undead Hands, Skeletal Hands: ?
Undead Cult Fanatic: ?
Undead Minion of Decay: ?
Undead Jailer: ?
Mindless Obedient Undead: ?
Undead Master: ?
Undead Animal: ?
Ghoul: Four ghouls hang by thumbscrews in the north of the room—the reanimated remains of fatally tortured prisoners.
Dead Man's Dice magic item.
Ghoulish Master: ?
Armed Ghoul: ?
Calmed Slave, Brain-Dead Ghoul, Calmed Ghoul: A calmed slave is murdered as cleanly as possible—without damaging muscle or bone—and reanimated as a mindless, obedient undead.
Ghast: In the third round [of the Undying Tournament], the remaining combatants fight in a free-for-all. There is a twist, however: after 3 rounds, a wave of necromantic energy sweeps through the arena, reanimating all humanoids who have died so far as ghasts.
Flaming Skeleton: ?
Skeleton, Typical Skeleton: ?
Skeletal Servant of Nakresh, Blindfolded Skeleton: ?
Specter, Specter Retainer: ?
Specter: Two specters haunt the Blood Procession, remnants of donors who died in the process of providing sustenance to the Shroud-eaters in years past when this was still a Sanguine Shrine. The specters, composed of undying hatred fueled by their untimely deaths, strike at any living creatures in the hallway that aren’t under the protection of Sister Alkava—in this case, the player characters.
Vampiric Shroud-Eater: ?
Vampire: ?
Vampire Spawn: ?
Krythitas, Wight: ?
Wight: ?
Wight, Undead Defender: These four wights were created from the bodies of some of the villagers who arrived as part of the first tribute, used to power the Blood Cauldrons and prepared in case Sister Alkava needed undead defenders.
Wight, Undead Abomination: A trio of wights protect the Wormhearts’ future sacrifices from living intruders. They were once mortal worshipers of Qorgeth trapped in undeath by some damning bargain, and exist solely to drain souls from their living foes and transform them into undead abominations, just as Qorgeth did to them.
Will-o'-Wisp: ?
Hassan, Wraith, Spirit: ?
Tymande Firestorm. Wraith, Spirit: ?
Wraith:?
Captured Wraith: ?
Zombie: The wormhearted suffragan in Area 8 transformed these warriors into zombies.
If the PCs enter from the south, two wormhearted suffragans arrive from the northern passage, each dragging two corpses. They hiss when they see the characters and one spends its first action to cast animate dead to turn the corpses into zombies, while the other begins by casting hold person on the best-armored PC.
Hulking Ogre Zombie, Ogre Zombie: ?
Placid Zombie: ?
Wild Animal Zombie, Zombified Animal: ?
Wild Animal Zombie, Zombified Animal Elephant: ?
Wild Animal Zombie, Zombified Animal Giant Boar: ?
Wild Animal Zombie, Zombified Animal Tiger: ?
Wild Animal Zombie, Zombified Animal Lion: ?
Wild Animal Zombie, Zombified Animal Winter Wolf: ?
Wild Animal Zombie, Zombified Animal Wyvern: ?
Wormhearted Suffragan: The wormhearted suffragans animated by Petring’s misguided rituals singlemindedly pursue the task at hand: summoning the malakbel or killing their enemies, in order of immediate importance.
Darakhul: ?
Snarling Darakhul: ?
Darakhul Prison Guard: ?
Darakhul Captor: ?
Darakhul Nobility: ?
Duke Radu Kopecs, Lord of Gonderiff, Darakhul Noble, Regal Ghoul: ?
Darakhul Bodyguard: ?
The Masked Warden, Bone Collective: ?
Beggar Ghoul, Ragged Emaciated Ghoul: ?

2d6
Dead Man’s Dice Effect
2
Death. Succeed on a Constitution saving throw or die immediately, only to rise within 24 hours as some variety of ghoul (DM's discretion).
3
Sickness. Vomit and become poisoned until completing a long rest.
4
Hourglass. Age 10 years, instantly.
5
Covetous. Overcome with desires for others' belongings.
6
Decay. Reduce max HP by 6.
7
Luck. Roll again twice, applying both effects (only happens once per character).
8
Visions. Gain inspiration.
9
Quickness. Gain advantage on your next Dexterity saving throw.
10
Brawn. +1d4 bonus damage on physical attacks until completing a long rest.
11
Wealth. A mundane item in the character’s bag is turned to gold.
12
Favor. Gain advantage on your next 3 skill or ability checks.
 
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Voadam

Legend
Embers System Companion: D&D 5e
5e
Carl Hemmings, The Dockmaster: ?
Gethwine: Death and the curse altered Gethwine.
Herald Harwin: Harwin’s existence is a cursed one. After his suicide the Curse of Summer lashed his soul to the grounds he once lived to serve. The consummate groundskeeper and castellan, Harwin still serves.
Saw Yer the Hound: ?
Matriarch of the Departed, Eadwine: ?
Skeleton: As a bonus action, the Matriarch [of the Departed] can create or summon 4 (1d6+1) skeletons within 30 ft. of herself.
In combat [the Matriarch of the Departed] is always accompanied by large numbers of undead creatures whose numbers she further bolsters with her Call Skeleton feature which animates corpses or conjures forth shadowy skeletal figures if no corpses are present.
Shadowy Skeletal Figure: ?
Undead: If the target [of the Matriarch of the Departed's rotting touch attack] is reduced to 0 hit points or fewer, they immediately die, return to full hit points, their type becomes undead, and they enter the service of the Matriarch.
Eadwine, the Matriarch of the Departed’s true name, is the progenitor of the undead affliction that plagues Ember’s garrison.
The Blind Beggar: The Blind Beggar is a gentle entity. Neither ghost nor living, she has no interest in explaining herself or her existence.
Ghost: ?
Terrac the Dream Vendor: ?
Chainman: ?
Eurwyn the Wise: ?
Lost Children: ?
Sister Lenil, Mummified Nun: Sister Lenil is a mummified nun who has no malicious intent. She is functionally immortal due to the Curse of Summer and it would take a truly twisted soul to attack her.
Sunken Sister: ?
Thadeaus: ?
Lost Child: ?
Aelwin Marowlyth: ?
Eanswyth, Grim Sage of Fire: ?
The Buried King: ?
 

Voadam

Legend
Empire of the Ghouls for 5th Edition
5e
Cursed Multitude: A great kingdom of reaver dwarves fell during a terrible winter. No one knows how, but it is certain the kingdom was felled from the inside. Many blame the frost giants, winter gods, wily fey, and even demons from the endless Void. Whatever the truth, its people remain in the fallen kingdom, cursed to wander between life and death in the forest and ruins of their ancient home.
Emperor's Hyena: As their name implies, emperor’s hyenas are undead hyenas that have been magically enhanced and tied to the emperor of the ghouls.
The method of creation of Emperor’s hyenas was a gift given directly to the Ghoul Emperor by Anu-Akma and has been entrusted to only a few necrophages. Emperor’s hyenas can be created only from hyenas that were anointed protectors of the god’s holy places when they were alive.
Ghoul Beggar: While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Some were once strong ghouls exiled and cast out from the empire’s largess.
Ghoul Bloated: Bloated ghouls are ghouls who have engaged in ritual gorging on the flesh of hundreds of humanoids.
Some ghouls step out of the normal path of politics, war, and imperial expansion, seeking a path of corruption or transcendence using the power of necrotic energy. Those whose hunger grows ever greater, unchecked, and who become filled with masses of undigested meat and bone are the bloated ghouls.
Bas relief carvings line the walls of this hallway. Embellished with actual bones, they depict the teachings of the Bloated Path, which is the unchecked consumption of flesh until the undead body swells with undigested meat and bone and the practitioner becomes a bloated ghoul.
Ghoul Bonepowder: Ghouls can achieve this powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist—few ghouls can show such self-restraint. Even among imperial ghouls, using hunger as a form of torture is considered offensive and is quite rare. A bonepowder ghoul may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind its remnant flesh and becoming animated almost purely by hunger, hatred, and the bitter wisdom of long centuries.
The ancient kings decided they would grind their rivals to dust at the Millstone, an enormous block of stone in the depths of the old Rift Kingdom. They thought they were condemning their foes to a slow and agonizing death, but in fact their demise led to the inadvertent creation of the first bonepowder ghouls. These ghouls were still animated by hate and determined to end the rule of the petty kings once and for all.
Sometimes a ghoul stops eating, either voluntarily, or more likely as a result of cruel torture. After decades of starvation, the ghoul takes on a new powdery form. This pile of dust and bone fragments animated by hunger, hatred, and bitter wisdom is a bonepowder ghoul. Not all ghouls who starve become bonepowder ghouls as many lesser ghouls who starve instead waste away into nothing—only the more powerful ghouls or those driven by a strong hatred become bonepowder ghouls.
and becomes the first bonepowder ghoul.
Ghoul Darakhul, The People: The darakhul were born of strange magic. Some say the first of them became undead through sheer will and boundless depravity. Others say the darakhul are the children of a mythical ghoul-dragon named Darrakh, who still roams the grey wastelands between life and death.
All darakhul were once living creatures. Their arrival as undead is sometimes a matter of deliberate choice, but just as often an accident of defeat at the claws and weaponry of the ghoul legions.
The darakhul call the change from life to unlife the Crossing, often combining this term with the “curtain” term for darakhul fever in phrases such as “she’s crossing the curtain” or “the slave failed to cross the curtain.” Most such transitions fall into three categories, depending on how a particular darakhul is created: by the temples, by the legions, or by happenstance.
CREATION BY THE TEMPLES
The rarest origins are those darakhul created by priests of the cults of Anu-Akma or Vardesain, or, more rarely, by another dark god such as the Red Goddess, Charun, or Mot. These are cases where living members of the faith, such as priests, paladins, or especially devout and often wealthy followers, are chosen to be infected with darakhul fever. Those who survive are welcomed into a new life in the temples or in the Underworld, carrying on their dark faith in a second life. They are introduced to other members of their congregations and welcomed into the fold as powerful, respected, and even titled darakhul, serving a dark god and the Imperium itself. These are those born to rule.
CREATION BY THE LEGIONS
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
CREATION BY HAPPENSTANCE
While some darakhul arise from those who survive darakhul fever after being infected by raiders from the Imperium, this rarely results in a long-lived citizen of the Imperium. Instead, these lone darakhul, if unable to join the ranks of the People, generally starve and fall into the ranks of the beggar ghouls (if they are created in the Underworld), or they may thrive as relatively powerful undead on the surface, leading bands of ordinary ghouls or serving a necromancer, vampire, or cult of the dark gods.
Many believe the Hunger Cults or the Necrophagi know the secret of transforming ghasts into darakhul.
Once paid in noble blood, the Hunger God promises to reveal the secret of creating new darakhul faster and more reliably to Radomir.
Radomir Marrowblight, darakhul high priest of Vardesain and close ally of the scheming Duke Morreto Lichmark of the Pure City of Vandekhul, has received a vision from the Hunger God, demanding the capture and sacrifice of Archduke Avgost. In return for the offering of royal blood, the god has promised to reveal the secret of creating darakhul faster and more reliably to Radomir.
The Archduke’s sacrifice to Vardesain will gain Duke Morreto and High Priest Marrowblight the secret of efficiently creating darakhul which the pair will use to strengthen their army.
Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul. Once his royal blood has been spilled, Vardesain has promised to reveal the dark lore Radomir and Duke Morreto both crave—the true secret of creating more darakhul.
As the characters arrive in Vandekhul, the pair are making the final preparations for the ritual sacrifice of Archduke Avgost. Once the archduke’s royal blood has been spilled, the Hunger God reveals the dark knowledge Morreto and Radomir crave—the true secret of creating new darakhul.
First, though, Radomir must give the Hunger God what he wants and spill the royal blood of the hated Archduke Avgost. By doing so, Radomir hopes to learn the secret of creating new darakhul from Vardesain.
Darakhul Fever disease.
Ghoul Darakhul Captain: ?
Ghoul Darakhul Shadowmancer: ?
Ghoul Darakhul Spy: ?
The Dread and Eternal Emperor Nicoforus the Pale, Emperor of Ghouls, Lord of All the Ghouls, Lord Subterranean of Morgau and Doresh, Prince of Darakhan, The Pale Emperor, Viceroy of Vandekul, Ghoul Emperor: ?
Duke Nicoforus: ?
Ghoul Imperial: ?
Ghoul Iron: Many believe that the hunger cults or the necrophagi know some secret of transforming imperial ghouls into iron ghouls.
Ghoul Necrophage Ghast: ?
Ghoul Tar: Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.
Created by an efreeti prince bound into a necromancer’s service, these feral, flammable ghouls roam the Underworld in packs, hunting for fresh meat.
Ghoulsteed: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
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 necrotic energy.
The ghouls create horrific, intelligent undead creatures called ghoulsteeds to serve as mounts for their high-ranking military officers and priests. Although they are large and run on all fours, ghoulsteeds are the undead remains of humanoids, created when a humanoid is killed by massive amounts of negative energy.
Ghul: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Greater Ghul, Ghul King: Ghuls evolve over the centuries, gaining power and a semblance of their original personality, now twisted by centuries of evil acts. Their slow personal growth leads most ghuls to a craven existence, striking from the shadows and using their magic to flee if their prey puts up too much of a fight. If a ghul survives long enough, it gains enough power to be grudgingly acknowledged by lesser ghuls. These greater ghuls are often called “ghul kings” by those who encounter them, as the greater ghuls often create a semblance of a “royal court” out of lesser ghuls and other undead.
Lesser Ghul: ?
Graveyard Dragon: Graveyard dragons form out of the remains of evil dragons killed as part of a cataclysm that claimed the lives of several dragons at the same time, or when their remains are exposed to heavy concentrations of necrotic energy.
Overshadow: A creation of great misery and of hope dying in the dark, an overshadow forms when travelers become lost underground. As their supplies dwindle and their lives slowly extinguish in the cold bowels of the earth, an overshadow rises from the bodies. The collective psychic trauma of mass deaths in the dark draws energy from each casualty, seeding a portion of the darkness with undead energies, a collective intelligence, and a sinister intent.
Ghoul Darakhul Servant of the Unsated God: ?
Skeleton Swordbreaker: Tougher than a typical animated skeleton, these undead are raised from skeletal remains that have fossilized. Some are long dead beasts of a forgotten age, dug from the stone which encases them and reanimated. Others are more recent, raised from remains that were buried in areas where fossilization commonly occurs, such as near areas of mineral-rich water.
Any creature that has been dead for more than 100 years and that has a skeletal structure can be animated as a swordbreaker skeleton.
Veteran Swordbreaker Skeleton: ?
Zombie Cavefish: The cavefish zombie is an unusual type of undead that occurs when dark magic permeates a lightless, watery environment, such as in an underground lake or the depths of the ocean. Rather than retain the bodily form it possessed in life, the creature’s skin sloughs off from parts of its body as aquatic features burst through its flesh. Its fingers and toes become webbed, and fins form on its back and down its legs.
Undead: Ingvald Horun enjoys his work here, creating and tinkering with undead.
Undead Soldier: ?
Undead Citizen: ?
Undead Priest: ?
Powerful Undead: ?
Undead Follower: ?
Undead Purple Worm: ?
Small Useful Undead Servant: ?
Undead Messenger Bat: ?
Undead Mount: ?
Undead Beast: ?
Horrific Intelligent Undead Creature: ?
Mindless Undead: ?
Devoted Undead Servant: ?
Undead Invader: ?
Undead Warrior: ?
Undead Assailant: ?
Undead Master: ?
Undead Warhorse: ?
Undead Dog: ?
Undead Mount: ?
Walking Dwarven Corpse, Restless Undead, Undead Dwarf, Calm Undead ?
Moaning and Shuffling Undead Dwarf: If soothed, a cursed multitude separates back into dozens of moaning and shuffling undead dwarves.
Walking Dwarven Corpse, Implacable Dead, Undead Body: ?
Organized Undead: ?
Cursed Undead: ?
Restless Undead: ?
Sajeel, Undead Gypsosphinx: ?
Undead Servant: Free of his imprisonment inside an urn, the Ghul King is amassing an army of undead, bringing any who are buried in the Necropolis back as his undead servants, attempting to enlist those who have already returned, and otherwise violating the laws of the Necropolis.
Undead Denizen: ?
Undead Dragon: ?
Undead Guardian: ?
Undead Merchant: ?
Undead Patron: ?
Undead Sea Creature: ?
Massive Undead Eel: ?
Undead Shark: ?
Incorporeal Undead: ?
Undead Horse: ?
Undead Bat Familiar: ?
Lesser Undead: ?
Intelligent Undead: ?
Undead Spellcaster: ?
Undead Entity: ?
Undead Entity of Great Evil: ?
Undead Hyena: ?
Simple Undead Beast: ?
Pot-Bellied Undead Maddened With Hunger: ?
Horrific Intelligent Undead Mount: The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests.
Undead With the Ability to Raise More of Their Kind: ?
Vindictive Undead: ?
Fearsome Undead: ?
Undead Assistant: ?
Cursed Dead Dwarf, Cursed Dwarf, Dead Citizen, Dead Dwarf of Nordheim, Dwarven Citizen, Dwarven Corpse, Lost Citizen of Nordheim, The Dead, Undead Body, Unquiet Dead, Walking Corpse, Wandering Dead, Wandering Dead Dwarf: These former citizens of Nordheim, cursed with undeath, have been released from the underground tunnels of their former home.
She is clearly uncomfortable with the presence of the dwarves who are uniquely cursed in their undeath.
Kraki, Unquiet Dead: ?
Helga, Unquiet Dead: ?
Sigmar, Unquiet Dead: ?
Ingmar, Unquiet Dead: ?
Hreidmar, Unquiet Dead: ?
Floki, Unquiet Dead: ?
Poor and Starving Beggar Ghoul: ?
Hungry Beggar Ghoul: ?
Milos Guttersnipe, Beggar Ghoul: ?
Plucky Beggar Ghoul: ?
Emaciated Beggar Ghoul: ?
The Hissing King, Bonepowder Ghoul: 22 BI The Hissing King is crushed to death by his rivals at the Millstone.
Makani Elia, Bonepowder Ghoul: The bonepowder ghoul is the remains of Makani Elia, one of the brothers who attempted to trap the Ghul King in the complex. Murdered by his companions and abandoned by his family, Makani’s body lay dormant for decades until the Ghul King was released. Unbeknownst to much of the family, including Makani, his mother was unfaithful to her husband, and Makani is not a blood descendant of the Elia family. As such, the Ghul King was able to raise his body, but his dedication to his family has prevented the Ghul King from being able to control him.
Gorkos Winterwight, Bonepowder Ghoul: Gorkos Winterwight was the high priest of the Bone Cathedral before Radomir Marrowblight. After centuries of deliberate starvation following the Path of Hungry Dust, he became a bonepowder ghoul.
Emperor Tonderil the Bonebreaker, Emperor of the Ghouls, Ghoul: ?
Yigosain, Derro Darakhul: ?
Yigosain, Derro Darakhul Captain: ?
Yigosain, Derro Darakhul Shadowdancer: ?
Darakhul Necromancer: ?
Empress Haresha Winterblood: Second to sit the throne was one of Tonderil’s spawn.
Emperor Vermesail the Gravedancer: ?
Voxpopulous, Voice of the People, The Beggar King of the Boneheaps, Gaki Hungry Ghost, Emaciated Ghoul: ?
Emperor Vilmos Marquering, The Black Fang, The Twilight Emperor, Human Darakhul: ?
Sandor Greyskin, Master of the Necrophagi: ?
Necrophage Antovian Surmidus: ?
Duke Sergival of the Shackles: ?
Lucretia Tideblood, Darakhul High Priestess: ?
High Priest Cimbrai Grimscribe, Cimbrai the Sated, Human Darakhul, Sated, Bald Undead: ?
High Priestess Doina Doresh, Human Darakhul High Priestess, Ancient Ghoul: She claims to be the spawn of the Empress Haresha herself.
Darakhul Mercenary: ?
Duke Iago Estorban, Iago Estaban, Iago Estarban, Field Marshall of the Iron Legion, Human Darakhul: ?
Captain-General of the Ivory Legion Branko Charonson, Human Darakhul: ?
Necrophage Lazar Crowsroad, Necrophagus, Dwarf Darakhul Archmage: ?
Captain-General Dusan Rattlebone: ?
Amanita Skullcap, Human Darakhul Spore Druid: ?
Captain-General Talmurez Widdergut, Drow Darakhul: ?
Spymaster-General Remigia Rottooth: ?
Wizard-General of the Harvester Legion Smiling Magerette, Drow Darakhul: ?
Darenko Gallowsborn, Shadowmancer: ?
Eril Gravewalker, War Cleric: ?
Captain-General Vasilis Thanatar: ?
Jana Zoric, Roguish Duelist: ?
Captain-General, Powerful Darakhul Fighter: ?
Darakhul Officer: ?
Darakhul Noble: ?
Older Darakhul: ?
Loremaster Eressar Candlewright, Darakhul Archmage, Darakhul Wizard: ?
Duchess Orsolla Stritt of Gnawbone, The Hunger Duchess, Human Darakhul: ?
Duchess Erzsebet Tar Josa of the Black Tower, The Sorcerer's Duchess, The Sorcerer's Harpy, Elf Darakhul: ?
Duke Wilmer Corpsefinger of Westbrook, Halfling Darakhul: ?
Duke Drago Blackfly of Fretlock, Human Darakhul: ?
Duke Imre Stritt of the Glowing Forest, Human Darakhul: ?
Duke Radu Kopecs of Gonderiff, Dwarf Darakhul: ?
Duke Jaroslav Krakenau of Spiderfall, Drow Darakhul: ?
Duke Morreto Lichmark of Vandekhul, Human Darakhul: ?
Leander Stross, Human Darakhul: ?
Honored Darakhul Smith: ?
Lord Fandorin: ?
Powerful Darakhul Noble: ?
Shepherd, Elfmarked Darakhul Druid: ?
Vonder Gallowglass, Captain of the Gate, Elfmarked Darakhul Captain: ?
Darakhul Priest: ?
Coreade Whisper, Duergar Darakhul: ?
Atilla Nethergrip, Darakhul Captain: ?
Coltus Witherpock, Darakhul High Priest: ?
Darakhul Attendant: ?
Hjortyr Gorehide, Bearfolk Darakhul Captain: ?
First Imperial Batspeaker Stemli Stonli Underhill, Dwarf Darakhul Druid: ?
Lich-Magister Olja Chornovoi, Elfmarked Darakhul: ?
Arno Underland, Human Darakhul: ?
Chief Librarian Renato the Binder, Human Darakhul Archmage: ?
Marquis Crumbcoat, Human Darakhul: ?
Rutil Ebernacht, Major, Boss, Human Darakhul Captain: ?
Serious Darakhul Guard: ?
Baroness Jasna Braintree, Human Darakhul: ?
Beetle Baron Milorad Mudmouth, Gnome Darakhul: ?
Silver Baron Vukas Crowsroad, Human Darakhul: ?
Lord of Tears Marius Cipic, Human Darakhul: ?
Sable Niklos, Mad Lady of Tears, Derro Darakhul: ?
Master of the Necrophagi Sevtozar Zoric, Darakhul Archmage: ?
Anica Rivermute, Mistress of Monuments, Human Darakhul: ?
Lord Hunter Illeno Crypthand, Trollkin Darakhul: ?
Darakhul Underpriest: ?
Radomir Marrowblight, Human Darakhul High Priest: ?
Vukas Shroudson, Darakhul Shadowmancer Spymaster Spy, Ghoul Agent: ?
Silas Gristlemaw, Human Darakhul: ?
Darakhul Agent: ?
Dejana Fleshound, Human Darakhul Spy, Ghoulish Stalker: ?
Ungred Milkeye, Human Darakhul: ?
Crackbone, Human Darakhul: ?
Goran Malik, Human Darakhul Shadowdancer: ?
Selvyn, Shadow Fey Darakhul: ?
Darakhul Soldier: ?
Last King Narosain, The Last King, The Prince of Vermin, King of the Underworld, Human Darakhul, Ghoul Lord, Ghoul Noble: ?
Sated Fang, Darakhul: ?
Dorain Nalka, Darakhul High Priestess: ?
Ingvald Horun, Darakhul Necromancer: ?
Influential Darakhul Noble: ?
Darakhul Villain: ?
Vermigia Wormfood, Human Darakhul High Priestess, Darakhul Priestess: ?
Officious Darakhul: ?
Darakhul Customs Officer: ?
Well-Connected Darakhul: ?
Alessus Rotheart, Necrophage Ghast, Well-Connected Darakhul: ?
High Priest Valeric Icevein, Human Darakhul High Priest, Well-Connected Darakhul: ?
Darakhul Overseer: ?
Roald Bonesplitter, Human Darakhul: ?
Wealthy Darakhul: ?
Darakhul Merchant: ?
Vuzmyn Bloodtide, Drow Darakhul Acolyte: ?
Yavor Wormsong, Dwarf Darakhul: ?
Newly Created Human Darakhul: ?
Newly Created Elfmarked Darakhul: ?
Newly Created Darakhul: ?
Darakhul Patron: ?
Marquis Lazlo Dimas, Human Darakhul: ?
Marquess Dorva Graysuture, Human Darakhul: ?
Baroness Anikka Graveskin, Human Darakhul, Darakhul Noble: ?
Zsolt Styxdeep, Human Darakhul Captain: ?
Marius Mourncloak, Elfmarked Darakhul Spy, Impeccably Dressed Darakhul: ?
Kazimir Ernis, Gnome Darakhul: ?
Viridian Lethe, Mad Darakhul: ?
Stoic and Steely Darakhul: ?
Vespyr Mir'Dethain, Drow Darakhul: ?
Sinewy and Sultry Darakhul: ?
Darakhul Leader: ?
Scheming Noble Darakhul: ?
Archduke Avgost Walerska of Krakova, Darakhul: Archduke Avgost Walerska, the Krakovan noble who cheated death itself, is in their clutches, and preparations for his ritual sacrifice at the Bone Cathedral in the Pure City are nearing completion. Avgost is destined to suffer a slow and painful death in the Hunger God’s name, followed by agonizing transformation into a darakhul.
The characters need to stop the villains’ ritual and save Avgost from a painful death and agonizing transformation into a darakhul.
Though Radomir needs Avgost to die to gain the Hunger God’s knowledge, the death must come from the Vardesain-blessed worms in the pit for the ritual to be successful. Radomir avoids putting Avgost in the range of his spells that affect an area, and he and the other ghouls don’t target Avgost with attacks or spells. Avgost has three-quarters cover while in the cage and full cover from attacks outside the pit while submerged in the worms. On the round after he dies in the pit, Avgost transforms into a darakhul, unleashing a terrible wail of agony as he becomes a ghoul.
Imperial Ghoul Sergeant: ?
Imperial Ghoul Overseer: ?
Imperial Ghoul Guard: ?
Florica Zoric, Imperial Ghoul: ?
Master-at-Arms Carrionmaw, Imperial Ghoul, Armored Ghoul: ?
Adra Rotclaw, Imperial Ghoul: ?
Bored Imperial Ghoul: ?
Imperial Ghoul Bodyguard: ?
Iron Ghoul Lieutenant: ?
Borjana Shadewalker, Iron Ghoul: ?
Martius Ralgruz, Iron Ghoul, Eccentric Foppish Ghoul: ?
Stitchface, Iron Ghoul: ?
Iron Ghoul Sentry: ?
Iron Ghoul Guard: ?
Iron Ghoul Officer: ?
Cassian Blackwater, Iron Ghoul: ?
Gahib Temuuri, The Ghul King, Ancient Ghul: ?
Gahib Temuuri, The Ghul King Weakened, Ancient Ghul: The Ghul King’s urn has AC 17, 27 hp, and a damage threshold of 10. If the urn is broken, the Ghul King is blasted with magical energies, shrinks, and appears drained of color and vigor.
Red Graveyard Dragon: ?
Black Graveyard Dragon: ?
Green Graveyard dragon: ?
Tozar Hungerbrood, Servant of the Unsated God: ?
Ghost: ?
Dobriz, Ghost, Ghostly Creature: ?
Dwarven Ghost, Ghost of the Dwarven Dead: ?
Ghostly Warrior: ?
Ghost of Formerly Living Creature That Drowned in the Sulphur Sea: ?
Ghoul, Common Ghoul, Mere Ghoul, Ordinary Ghoul, Rank-and-File Ghoul, Typical Ghoul, Undead Ghoul, Unnatural Ghoul: Not all ghouls are powerful masters of the Underworld. Many are condemned from the date of their creation to scrabble after scraps. What makes the difference is the highly variable course of the disease that creates ghouls, best known as darakhul fever to the surface world. Among ghouls, it is called “the curtain” or “the strengthening,” as in “after I passed through the curtain” or “after my strengthening.” Only greater ghouls, such as darakhul and imperial and iron ghouls, can afflict a humanoid with darakhul fever and create new ghouls.
More commonly, darakhul are created by the ghoulish legions when their ranks are thin. After a successful battle where prisoners are taken, the strongest and healthiest among the prisoners are deliberately infected with darakhul fever, in hopes of creating new soldiers to serve in the Legion. This is often referred to as “recruiting from the field.”
The survivors are kept starving and shackled until such time as they swear an oath to the Emperor, their legion, and their officers. Those who swear this oath are released as free darakhul soldiers, given their first flesh, then added to a company of fellow soldiers, mostly veterans, who can be counted on to help the recruit adjust to a new life as an undead, as a citizen of the empire, and as part of a powerful military machine.
Those who refuse to swear the oath grow weaker and weaker. Most die of starvation and become fodder for the troops. A few gnaw through their limbs to escape the shackles or are released in a weakened state by a generous officer. These unfortunates either become beggar ghouls (in the Imperium) or lone ghouls, ghasts, or darakhul on the surface, making their way as hunger-driven monsters or mercenaries, bandits, and graverobbers.
Though zealots exist, most ghoul faith reflects devotion to their own interests. They make a show of piety before the Emperor Cults for political reasons, before Mavros for greed and imperial glory, or Anu-Akma for his role in creating the ghoul race.
Darakhul Fever disease.
Darrakh, Ghoul-Dragon: ?
Ghoul Mercenary: ?
Ghoul King: ?
Darkness-Touched Ghoul: ?
Renegade Ghoul: ?
Wealthier Ghoul: ?
Ghoul Adherent: ?
Ghoul Guard: ?
Frenzied Ghoul: ?
Ghoul Runner: ?
Ghoul Acolyte: ?
City Ghoul: ?
Ghoulish Necromancer: ?
Strong Ghoul: ?
Lesser Ghoul: ?
Feral Flammable Ghoul: ?
Ghoul Lord: ?
Ghoul Merchant: ?
Starving Ghoul: ?
Hungry Ghoul: ?
Prominent Ghoul: ?
Noble Ghoul: ?
Military Ghoul: ?
Sated: ?
Borys Kreul, Ghoul Assassin, Ghoul Spy: ?
Ghoulish Minion: ?
Ogre Ghoul, Ghoulish Ogre: ?
Large Ghoul: ?
Ghoul Minion: ?
Ghoul Henchman: ?
Slavering Ghoul: ?
Feral Ghoul: ?
Scratchpox, Ghoul Castellan: ?
Sister Ylva, Feral Ghoul: Resentful of his current lowly status, Grimslade is determined to win back the Grand Marshal’s favor by wiping out the Spear Maidens of Hope, who have been a thorn in Hristina’s side for the past ten years.
But Grimslade doesn’t want to create more martyrs like Sister Adelind. Instead, he plans to corrupt the knights of Sif by capturing them and transforming them into Ghost Knights. To this end, he has purchased a powerful elixir from a gnomish merchant of Niemheim, named Chapman Bogun. This foul brew, said to contain water from the River Styx among its rare ingredients, removes the divine blessing that protects the Spear Maidens of Hope from darakhul fever. Once removed, he plans to infect the captured knights with the disease then ritually kill them in the castle’s Blood Chapel to complete their passage to undeath.
The ledger is written in Darakhul. An entry about ten days ago records the capture of five knights belonging to the so-called Spear Maidens of Hope, noting that they are being held in the cells below ground. A few days after they were imprisoned, the first subject was given the “gnome’s elixir” before being bitten by someone called Stitchface to see if she could be infected with darakhul fever. The test appeared to work and now all five knights have been successfully infected and await the “transformation ritual.”
A rack stands in the middle of the room—the rack that held each Spear Maiden as Stitchface the gaoler force-fed her the elixir of corruption. After the elixir had taken effect, the iron ghoul bit each Spear Maiden to infect her with darakhul fever.
The characters and their Spear Maiden allies arrive just as the evil ritual killing of one of the Spear Maidens, designed to trigger her transformation into a darakhul, is taking place.
On initiative count 1 of the second round of combat, Sister Ylva, the dead Spear Maiden, rises as a feral ghoul and attacks the nearest creature. The general’s hopes that she would be transformed into a more sophisticated darakhul have been dashed, and he is furious, attacking recklessly until the end of his next turn.
Tireless Ghoul Messenger: ?
Sarastra-Worshipping Ghoul: ?
Ghoul Assassin: ?
Ghoul Slaver: ?
Off-Duty Ghoul: ?
Gossiping Ghoul: ?
Ghoulish Patron, Ghoul Patron: ?
Ghoul Invader: ?
Ghoul Sailor: ?
Ghoul With Distended Belly: ?
Ghoul Dockworker: ?
Ghoulish Stevedore: ?
Ghoulish Nobility: ?
Ghoul Bodyguard: ?
Very Persistent Ghoul Street Seller: ?
Ghoul Witness: ?
Sadistic Gleeful Ghoul: ?
Deranged Ghoul Slaughter-Man: ?
Emaciated Ghoul: ?
Ghoul Craftsman: ?
Ghoul Servant: ?
Ghoulish Customer: ?
Armored Ghoul: ?
Ghoul Legionnaire: ?
Emaciated-Looking Ghoul: ?
Ghoul Priest: ?
Inspired Ghoul: ?
Ghoul Bat: ?
Civilized Ghoul: ?
Elite Ghoul Warrior: ?
Vicious-Looking Ghoul: ?
Grinning Ghoul: ?
Intelligent and Civilized Ghoul: ?
Indella, Drider Ghoul: ?
Ghast: Eminently disposable, the uncivilized masses of the common ghouls are largely ignored. They are not fed from the slave pens guarded by the darakhul, and they must forage for themselves. The strongest grow into ghasts with a place in the legions when an assault is planned.
A humanoid slain by [a darakhul captain's imperial conscription] attack rises as a ghast 1d4 hours later under the darakhul captain’s control, unless the humanoid is restored to life or its body is destroyed.
A pair of ghasts created by the [neophron] demons hide behind the stalagmites to the east.
Darakhul Fever disease.
Ghast Legionnaire: ?
Ghast Runner: ?
Ghast Acolyte: ?
Ghast Miner: ?
Ghast Sergeant: ?
Toufic, Ghast: ?
Eqbal, Ghast: ?
Gerta Stoneye, Ghast Merchant: ?
Kozma, Magically Inclined Ghast: ?
Lich: ?
Augrimm, Lich: ?
Galanthantes, The Deathless Oracle, Hierophant Lich: ?
Mummy: ?
Shadow, Common Shadow, Undead Shadow: ?
Burning Skeleton: ?
Fire Skeleton: ?
Skeleton: The bone collectives respond to noise from Areas 5 and 7 or to the sound of the boomer’s shriek by first spending 1 minute to cast animate dead to create four skeletons each, before investigating.
Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Skeletal Creature: ?
Skeletal Rider: ?
Warhorse Skeleton: ?
Skeletal Figure: ?
Unliving Skeleton of Dragon Slain in the Graveyard: ?
Draconic Skeleton: ?
Animated Skeleton: ?
Typical Animated Skeleton: ?
Specter: A creature who dies while in the waters of the River Lethe rises as a specter 1 hour later.
Rod of Ghastly Might, magic item.
King Lucan, Prince Lucan, Lord of the Shroud-Eaters, Vampire Ruler: ?
Vampire: Marena is a destructive and vengeful goddess whose sphere of influence includes 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.
Cosmina travels in metropolitan areas, seeking out each city’s dark underbelly. She uses her charm and magical abilities to rapidly rise in influence in the shadows. Once she has gained a foothold, she typically founds or takes over a brothel or similar establishment. The lustful activities in such places are pleasing to Marena, and they serve as useful fronts for secret temples. She lures some of the most debauched clientele to participate in the cult’s orgiastic blood rites. Once the temple has grown in influence and worshipers, she chooses the most loyal servants to be her successors, granting them the gift of vampirism before departing for a new city.
When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Vampire Priestess: ?
Mother Ludmilla Janova, Vampire Priestess: ?
Vampire Wizard: ?
Surface Vampire: ?
Otmar the Sallow, Notorious Vampire Lord: ?
Princess Hristina, Protector and Duchess of Krakovar and Grand Marshal of the Ghost Knights, Vampire: ?
Vampire Spawn: A humanoid slain [by Kaya the vampiric owl harpy's bite] and then buried in the ground rises the following night as a vampire spawn under Kaya’s control.
Count Warin, Sadistic Vampire Lord: ?
Chessa Iancu, Vampire Spawn, Vampire Priestess, Vampire Proxy: ?
Kaya, Vampiric Owl Harpy, Vampire Owl Harpy: ?
Countess, Vampire: ?
Vampire Spawn Captain: ?
Grigore, Vampire Spawn: ?
Vampire Lord: ?
Cosmina Holruso, Vampire: ?
Wight: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Witch of Wallenbirg, Infamous Red Hag Wight: ?
Will-o-Wisp: ?
Tybalt, Will-o'-Wisp: ?
Wraith: When an undead with the ability to raise more of their kind, such as a vampire, wight, or wraith, slays a geniekin or other lesser elemental, the risen creature is a ghul instead.
Masudi Elia, Wraith: ?
Wraith Lieutenant: ?
Liquid Zombie: ?
Zombie: Dead bodies within 1 mile of the [Emperor Ghoul's] lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their deaths. These undead never attack ghouls or darakhul but instinctively obey their commands.
Zombie Ram, Zombie-Legged Ram: ?
Undead Drow Priestess, Drow Zombie: ?
Corpsecandle, Zombie Stablehand: ?
Bita, Zombie: ?
Bloody Zombie: ?
Fey-Touched Zombie: ?
Wallenbirg Zombie: A humanoid slain by [the Witch of Wallenbirg's life drain] attack rises 24 hours later as a Wallenbirg zombie under the Witch of Wallenbirg’s control, unless the humanoid is restored to life or its body is destroyed.
These shambling undead servitors of the Witch of Wallenbirg have been darkly gifted by the Goat of the Woods with uncanny magical resilience. Although the majority of these creatures have been culled from humanoids who trespassed in Wallenbirg’s darkest sanctums without trepidation, variants of Wallenbirg zombies derived from fey creatures and other woodland denizens are known to exist.
Zombie Dwarf: ?
Ogre Zombie: ?
Zombie Lord: ?
Ghost Dwarf: ?
Clacking Skeleton: ?
Skeleton Monarch: ?
Goreling: ?
Rotten Goreling: ?
Corrupted Dwarf Graveslayer: ?
Tveirherjar: ?
Shadow Skeleton: ?
Flesh Reaver: ?
Crimson Mist: ?
Skull Lantern: ?
Nachzerer: ?
Spirit Lamp: ?
Vampiric Knight: ?
Bone Collective: Vermasail’s terror tactics and spy network kept him in power for 58 long years, as did his development of the bone collectives, the rise of the Emperor Cults, and the writing of the first ghoul work of theology, the Annals of Divine Strength and Sustenance.
Low-ranking members of the order are often necrophage ghasts, who work on small useful undead servants such as skeletons and zombies, while the senior necromancers create bone collectives or develop powerful war machines, such as zombie rams and ether towers.
38 IY Sandor Greyskin, Master of the Necrophagi, creates the first bone collective.
Skeletons are often reduced in size and turned into bone collectives by the incantations of the Necrophagi.
Lich Hound: Lich hounds are undead creatures created from murdered celestials with perverse ritual magic.
Flutterflesh: ?
Wolf Spirit Swarm: ?
Ghost Knight: ?
Captain-of-Arms Romek Mazur, Ghost Knight: ?
General Grimslade, Ghost Knight: ?
Skin Bat: ?
Captain-at-Arms Dhahak Bloodsworn, Ghost Knight: ?
Deathwisp: ?
Rotting Wind: ?
Edimmu: ?
Bone Swarm: ?
Spectral Guardian: ?
Arcane Guardian: ?
Magenthus Quickborn, Master of the Necrophagi, Ancient Bone Collective: ?
Hungry Spirit: ?
Restless Spirit: ?
Spirit: ?
Elia Family Member Spirit: ?
Ancient Necromancer Spirit: ?

ROD OF GHASTLY MIGHT
Rod, legendary (requires attunement)
The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below.
Five Buttons. You can press one of the rod’s five buttons as a bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod’s head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits.
If you press button 2, the rod’s head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn.
If you press button 3, a 2-foot blade springs from the tip of the rod’s handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it.
If you press button 4, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod’s handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone.
If you press button 5, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you.
Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead.
Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This feature works like the contagion spell. Once used, this property can’t be used again until the next dusk.
Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.


DARAKHUL FEVER
Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim’s body rises in.
Roll
Result
1–9
None; victim is simply dead
10–16
Ghoul
17–20
Ghast
21+
Darakhul
 
Last edited:

Voadam

Legend
Encephalon Gorgers on the Moon (5e)
5e
Barrow Wight: A humanoid slain by [a barrow wight's slam] attack rises 1d4 rounds later as a barrow wight under the control of the wight that killed it, unless the humanoid is restored to life or its body is destroyed.
Waiting here until the Yellow Priest summons them to defend the uggoth from would-be attackers are 2 barrow wights that once followed the Yellow God. They were blessed by the mad lord to be his priest’s eternal guardians.
Devouring Mist: ?
Zombie: A humanoid slain by [a devouring mist's blood drain] attack rises 24 hours later as a zombie under the mist’s control, unless the humanoid is restored to life or its body is destroyed.
Hungry Ghoul: ?
Ghast: ?
Vampire Spawn: ?
 

Voadam

Legend
Enigma Lost in a Maze for 5th Edition
5e
Lost Minotaur: A member of the New Moon Clan brought back to unlife by Broken’s madness.
Minotaur Skeleton: ?
Minotaur-Shaped Specter: The Night Thing, an ijiraq, quickly becomes aware of the PCs’ presence as it stalks the streets of the Second Maze. It recognizes that they pose a threat to its continued existence here and stalks the PCs invisibly along the rooftops. It strikes when it feels the PCs are most vulnerable. Three minotaur-shaped specters, the souls of minotaurs it has slain in the Second Maze, accompany it, bound against their will to the Night Thing by the magic of the First Labyrinth.
Minotaur-Shaped Wraith: As the PCs enter this area, Broken realizes all may be lost and calls the shadowy souls of the fallen minotaurs to it. These souls bind together into one minotaur-shaped wraith and attack the PCs.
Venomous Mummy: ?
 

Voadam

Legend
Eye of Itral (5e)
5e
Salt Mummy: Salt mummies result when a person dies in the Salchamp and is left unburied. Most often, they are deep miners who ran out of water or food, were slain by monsters, or simply succumbed to the tainted air. More than a few are the result of murder, feuds, and claim wars that once ravaged the salt mines. Some theorize that salt mummies are also spontaneously generated by the weird stone formations scattered across the area.
Ghost of Dragon: ?
Old Stabvil, Salt Mummy: ?
Vampire Spawn, Utia: ?
Vampire Spawn, Zefon: ?
Lady Elzara Fontaine, Vampire: Born to a simple peasant family, Elzara Fontaine was taken by a vampire shortly after her 23rd birthday.
Vampire: ?
Vampiric Master: ?
 

Voadam

Legend
Eyes of the Stone Thief - 5e Compatible
5e
Undead, Undead Monster: As for the people who got swallowed—well, the dungeon uses every part of its prey. Corpses get turned into undead in the Ossuary; survivors may be driven insane and left to wander the halls as grisly warnings to future intruders, or else merged with monsters to create new horrific hybrids.
Ghoul: A creature slain by a ghoul who is not consumed will rise as a ghoul the next night.
Ghoul Fleshripper: ?
Ghoul Licklash: ?
Ghoul Champion: ?
Undead Horror: ?
Undead Spider, Hideous Undead Spider, Zombie-Spider: The spiders were originally hunting spiders before being transformed in the nightmare laboratories of the Ossuary.
Crippled Undead Spider: ?
Forge Wraith, Forge-Wraith: These undead creatures are the shades of angry dwarves who died with their life’s work incomplete.
Undead Medusa: If the PCs don’t destroy the medusa’s corpse, then the next time they return, they discover the Stone Thief has reanimated her as an undead medusa, and the walls of the maze can now scythe through PCs as they shift from one configuration to another. Tread carefully.
Death Bound Shade, Specter, Dwarven Spectre, Ghostly Remains: These specters cannot rest until the minotaur perishes. Every creature killed by the beast joins their unhappy host.
For a tougher fight, then the minotaur is accompanied by a host of dwarven spectres—the ghostly remains of Grommar and his followers, bound to haunt the monster that killed them.
Undead Guardian: ?
Skeleton: ?
Animated Skeleton: ?
Skeleton Host: ?
Skelepede: ?
Vampire: ?
Carrion Eater: ?
The Lich King: ?
Master Wraith: ?
 

Voadam

Legend
Fairhaven and Beyond
5e
Zombie Deep: One of Husque’s strongest admonishments to his clerics is that one who has been snatched from the grave by magic may never be put to rest in his temples. If a person has been the recipient of a raise dead, reincarnate, or resurrection spell Husque denies their bodies as unclean. When the matriarch of the family of the temple’s noble patrons died of extreme old age, the nobles insisted on her burial in the familial crypt on the temple grounds. The high priest knew that the matriarch had been an adventurer in her youth and been raised from the dead at least once. Still, the nobles kept the temple coffers full and treated the clerics like royal blood, so an exception was made. The high priest thought that surely Husque would forgive such an indiscretion. They were mistaken.
During the matriarch’s funeral, at the moment when her body was lifted from the viewing table to be placed into the tomb, Husque commanded the earth to rise up and swallow the temple. As the structure sank into the ground, water from an underground creek began flooding the chamber. Amused at the prospect of the traitorous clerics and spoiled nobles drowning or suffocating in the very tomb they desecrated, Husque simply stopped the sinking and blocked the door with rocks and debris. While many of those present drowned or were crushed in the initial sinking, the few who survived suffocated over the course of several days. Naturally, their spirits are not at peace.
Rotshamble: This secret area is the crypt of a family of nobles whose name is lost to time. It was the members of this family who demanded the blasphemous burial that doomed the temple. For their failure to teach their descendants the importance of observing Husque’s will, the dead interred here have been transformed into 5 rotshambles.
Leech Sprite: ?
Death Rider: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Death Wyrm: Lore indicates that death riders are undead dragon mounted knights who violated their vows in life and turned to evil. As punishment for their misdeeds, the rider and their mount are condemned to endless life as servants of the darkness that corrupted them.
Wight: A humanoid slain by [a death rider's life drain] attack rises 24 hours later as a wight under the death rider’s control, unless the humanoid is restored to life or its body is destroyed.
Death Rider's Arise legendary action power.
Blood Giant: ?
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.
Shade: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Ghost: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Wraith: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Will-o-the-Wisp: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Spectre: All manner of folk frequent inns and taverns in fantasy worlds. Sometimes those who have inflicted suffering on the innocent are followed by the shades of those whose lives they snuffed out unjustly. Assassinations, bar brawls, illness, and accident all claim the lives of an inn’s patron from time to time, and even in fantastic worlds, mental illness and despair can claim the lives of those who succumb to the call of self-annihilation.
Any of these scenarios can result in a haunting.
d6 Cause of Death
1 Suicide
2 Assassination
3 Curse
4 Disease
5 Age
6 Accident
d6 Cause of Haunting
1 Revenge
2 Confusion
3 Curiosity
4 Blind Rage
5 Lost Love
6 Fear of Crossing Over
Undead Minion: ?
Putrid Undead: ?
Undead Dragon Mounted Knight: ?
Undead Dragon: ?
Undead: ?
Evil Death Rider: ?

Arise (Costs 3 Actions). The death rider targets a humanoid corpse within 30 feet, which rises as a wight under the lord’s control.
 

Voadam

Legend
Faiths of the Flanaess
5e
Undead: ?
Sea-Based Undead: ?
Lacedon: ?
Drowned One: ?
Lawfully-Aligned Undead: ?
Ghast: ?
Ghost: ?
Ghoul: ?
Lich: The greatest aspiration of a priest of Beltar is to be turned into a lich by the goddess once the 20th level is reached. This happens automatically once the requisite number of experience points are gained, and thus there are no living 20th level clerics of Beltar; they are all liches.
Mummy: ?
Shadow: Worship of Lolth is usually absolute in drow society; dissenters and followers of other faiths are not tolerated. The priesthood dominates, and services consist of human and demi-human sacrifices, taken from the large populations of slaves and occasional captives from the surface (surface elves are especially prized as sacrifices). Drow are rarely sacrificed themselves, unless they have failed or betrayed Lolth or some powerful ruler in some way. The sacrificial victims are drained of their life force as a spider drains a trapped fly of its bodily fluids, and the end result is a shadow, many hundreds of which will be found in the vicinity of a temple to Lolth.
Skeletal Servant: ?
Skeleton: Bonechain spell.
Vampire: Once upon a time, long ago in the time of the first mortals, when most men were still good and truly wicked men were few, there lived a family of truly wicked humans. So evil were they that they shunned the Sun Father, and delved beneath the earth and in the deeps of night-haunted woods and fens, seeking the ancient baneful magicks that demon lords had left to tempt and corrupt mortals.
So consumed were they with hate that they unsealed the ancient magic in the dead of night, deep in tombs that had held the bones of the dead. Singing the incantations, they drank the blood of an innocent in silver goblets, cursed the name of the Sun Father, and shunned him. And from that day forth was the race of vampires created, who cannot stand the light of the sun, and whose hearts are filled with hate and malice, and who drink the blood of others to survive.
Wraith: ?
Zombie: ?

BONECHAIN
4th level necromancy
Casting Time: 1 action
Range: Special
Components: V, S, M (bones; see below)
Duration: Special
This spell is unique to clerics of Iuz, but could be found on scrolls. You can pre-arrange up to 7 bones from 7 different human(oid) creatures, each no more than 20 feet from the next one; they can be hidden or placed in plain sight, but substantial impediments (such as being placed under a huge boulder) would prevent the skeleton from arising. You cannot use more than one bone from the same creature, or the spell will fail at that point. Fingers and ribs are favored, but any bone will suffice. You must be within 20 feet of one of the bones in order to cast the spell. Once you do, a skeleton will spring up where the closest bone was placed. Thereafter, at the beginning of every round a new skeleton will spring up, working their way further and further outward until all the bones are used up. The spell is intended as an aid to setting up ambushes.
At higher levels. If you cast this spell with a 5th level or higher spell slot, you may add 2 additional skeletons for every level above 4th.
 


Voadam

Legend
Fantastic Adventures: Ruins of the Grendleroot for 5e
5e
Undead Minion: ?
Undead: An army of undead created by the vampire necromancer Korvilia.
Undead Knight: ?
Undead Drow: ?
Undead Servant: ?
Ravenous Undead: ?
Restless Undead: ?
Undead Thrall: ?
Undead Subject: ?
Mindless Undead: ?
Undead Horror: Though the great spike seemed indestructible, a gnome alchemist and engineer managed to use a magic gemstone to break its surface. The resulting explosion killed more of the small folk, and left a scar in the spike that leaked a poisonous gray liquid. Those who came into contact with the liquid where it pooled around the spire’s base, or who breathed the vapors that rose from it, turned into undead horrors that soon feasted on the last of the village’s living survivors.
Undead Gnome: ?
Undead Soldier: ?
Unique Fiendish Undead: ?
Intelligent Undead: ?
Rune Titan Ghost: ?
Ghost: ?
Rogah the Gray Owl, Ghost of a Warrior: Rogah the Gray Owl, the ghost of one of the warriors interred here, continues to protect this shrine.
Ghost of the Barbarian Queen: ?
Ravenous Ghoul: ?
Ghoul: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gnome Ghoul: ?
Ghast: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Gemtooth, Gnome Ghast: ?
Lich, Yolon of the Void: ?
Mummy: ?
Marilith Mummy Lord: ?
Hezrou Mummy: ?
Shadow: When the shadow creature hits a creature that is not a construct or undead with a melee weapon attack, the target creature’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Decrepit Skeleton: ?
Skeletal Dragon: ?
Skeleton: ?
Minotaur Skeleton: Rogah can also animate the monstrous bones into minotaur skeletons that defend her.
Skeleton Dretch: ?
Warrior Skeleton: ?
Harrowed Specter: ?
Sarvin Bluecaster, Half-Crazed Specter: Once a priest of the Order of the White Sun, Sarvin became a kind of caretaker of Starsong Tower after his death, as his soul remained bound to the site. However, the corruption of the tower has twisted that soul, transforming him into a half-crazed specter.
Korva, Specter: ?
Aymon the Gray Prince, Specter: ?
Specter: specters spawned by explorers who were lost and died centuries earlier.
Vampire: ?
Korvilia, The White Queen, The Daughter of Death, Elf Vampire: ?
Vampire Knight: ?
Threx, Half-Orc Vampire Spawn: ?
Vampire Spawn: If one of the characters agrees to serve her as Threx has served her, the White Queen is likewise convinced to quiet the Grendleroot. She turns the character into a vampire spawn who must serve her at the vault for all time.
Vampire Assassin: ?
Vampire Knight Vorun the Bone King: ?
Drow Vampire: ?
Wight: ?
Wight Champion: ?
Vrock Wight: ?
Gladiator Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Gnome Zombie: ?
Zombie: Any creature that is not a construct or undead that touches the liquid of the gray pool for the first time on a turn takes 7 (2d6) necrotic damage. The creature must then succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this effect rises 24 hours later as a zombie or ghoul. Under rare circumstances, the humanoid might rise as a ghast that retains some of its original memories.
Ancient Desiccated Figure: This was an artist of Redstone, who the White Queen conscripted to carve her life’s story so she could contemplate it during her rest.
Ogre Zombie: ?
 

Voadam

Legend
Fateforge - 1 - Corebook: Adventurers
5e
Undead: Dead creatures brought to a state of pseudo-life through corrupted means.
Revenant, Greater Undead: By virtue of an unshakeable will, a person can become a revenant, driven by the imperative of completing a mission… or by dark passions. Should the leader consider it fitting for your character, you can rise again as a greater undead.
Ghost: ?
Megare of Cyrillane, Lich: ?
Mummy: ?
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Zombie, Abomination: A melessë lurks between the slabs of a defiled graveyard infested with zombies. Her face is painted with kohl and white clay in the shape of a skull, and her lamellar bamboo armor is laden with trinkets. The shrunken head she brandishes in front of her gives off a pearly glow that leaves the undead powerless. She looks at them with sadness in her eyes, chanting prayers to Death and to her ancestors. One after the other, the abominations are driven back to their resting places. Once they are properly lying down, she touches them, ripping away the evil energy that cursed them in a torrent of dark miasma, freeing them from the plight of undeath.
Zombie: ?
 

Voadam

Legend
Fateforge - Spellcaster's Guide
5e
Undead: 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.
Once-living beings brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Walking Corpse: ?
Bodiless Spirit: ?
Ghost: ?
Ancient Ghost: ?
Recent Ghost: ?
Shadow: ?
Specter: ?
Specter Cohort: ?
Vampire: ?
Wraith: ?
Zombie: Gateway of the Dead geomagical effect.

Gateway of the Dead
The rest of the party intently stared at the cleric and wizardess. They all agreed on the necessity of using arcane magic, but hoped that this time, the holy man would be able to react in time to repel the horrors that threatened to pour out of the Ethereal Plane… unlike last time. Carefully, the spellcaster started chanting. Everyone held their breath. They looked around, on edge, but it seemed like they had been lucky this time.
Source
The gateway of the dead occurs in haunted places, but can also take place when a spellcaster uses powerful spells related to death or corruption. The border with the Ethereal Plane becomes permeable, allowing creatures such as specters to freely pass into the Material Plane. Casting spells further weakens the boundary between the planes and may attract the monsters.
The effect generally stops once the location has been purified. If nothing is done, it can last indefinitely.
Effects
Whenever a creature casts a spell, it must roll a d8. If the result is equal to or below the level of the spell cast, the gateway opens. Roll on the table on the next page. All the creatures mentioned in the table are described in the Bestiary, most of them in the Ethereal Wanderers chapter. The leader can tailor the challenge rating of the encounters to your party. Barring exceptional circumstances, specters freed by this effect are unable to move beyond the confines of the region affected by this geomagic.
d8 Effect
1 Souls of the departed appear as the translucent shapes of beings who have recently died in the area. Depending on their personality, they may (choose or roll a d6): (1) beg to be saved; (2) ask to help a loved one; (3) impart serene, supportive last words; (4) lie and mislead the adventurers out of sheer malevolence; (5) warn the adventurers of a threat they have been the victim of; (6) request the adventurers to right a wrong that they committed.
2 A wraith appears, possibly accompanied by specter cohorts.
3 A phase spider has set its sights on the adventurers or their mounts.
4 Fresh bodies (humanoids, giants, or beasts) who have been denied Death’s blessing rise as undead.
They may animate some distance away from the adventurers and roam the region as zombies.
5 An ancient or recent ghost manifests.
6 The adventurers’ shadows animate and attack them as shadows.
7 A vrock leaps out of the gateway, looking for souls.
8 A portal to the Ethereal Plane opens very noticeably next to the spellcaster.
 

Voadam

Legend
Fiendish Discoveries (5e)
5e
Undead: ?
Ghost: A haunted rock formation could appear in almost any fantasy campaign. If someone was slain or committed suicide on or near the formation, their ghost could remain.
Resident Ghost: Any structure noted for an unexpected death could have a resident ghost.
Errant Ghost: ?
Will-o-Wisp: ?
Zombie: ?
Ghoul: ?
Wight: ?
Harriet Rionda, Ghost: Devil’s Tower: there are at least two Devil’s Towers in the United States. One is a clock tower located in New Jersey, and is a physical stone structure built in 1910 by sugar baron Manuel Rionda. According to local superstition, it’s haunted by the ghost of Rionda’s wife Harriet, who either died at a young age or who committed suicide by leaping from the top of the tower.
Errant K'uei: ?
Troublesome Spirit: ?
Spirit: ?
Devourer: ?
 

Voadam

Legend
Fifth Edition Fantasy #1: Glitterdoom
5e
Stoneghost: Stoneghosts are the cursed forms of those dwarves who slew their comrades, transformed into undead creatures by the effects of the glitterdoom curse.
The discovery of this unprecedented deposit of lustrous ore inflamed the miners’ natural dwarven proclivity for avarice, manifesting in a rare form of psychosis known as aurhrek or “gold madness.” The bane of dwarvenkind, this insanity gripped the miners, causing them to covet the gold above all else—even to the point of forsaking friendships and clan ties. The aurhrek manifested in either of two ways amongst the miners: an all-consuming mania to extract as much of the metal as possible, or a murderous urge to slay one’s comrades so as to keep the gleaming ore for oneself.
Even the mine’s resident priest, a cleric devoted to the dwarven god of secrets under the mountain and untapped riches, proved susceptible to the madness. Forsaking his deity for a darker god of old, the cleric—now known as Greedyguts—called down evil powers to smite his fellows and claim the mine’s gold for himself. This divine curse, known as the glitterdoom, fell upon the miners, transforming them into hellish forms according to how the aurhrek afflicted them. In short order, the Knuckle was lost, drowned in a tide of blood and greed.
Greedyguts, Averes, Dwarven Heretical Undead Priest, Undead Cleric: ?
Undead: ?
Crossbow-Wielding Undead: ?
Dwarven Ghost: ?
Strange Dwarven Ghost: ?
 


Voadam

Legend
Fifth Edition Fantasy #3: The Pillars of Pelagia
5e
Koalinth Zombie: Since Solemaya now has control of the sea tower, she has made some modifications. She has added an animated net and animated three koalinth zombies to guard the approach to area 4-2. Two of her troops were slain by acidic burns from a trap. The last one was poisoned by Myricia, and Solemaya killed him out of frustration with a spear. A DC 15 Intelligence (Investigation) check reveals the origin of the wounds. Solemaya then cast an animate dead spell using a 4th-level spell slot to target all three bodies.
 



Voadam

Legend
Fifth Edition Fantasy #6: Raiders of the Lost Oasis
5e
Mummy Cat: ?
Ankhotep, The Mummy Priest, Mummy, Undead Mockery: Millennia ago, Ankhotep was a devout priest of the Sphinx Queen, when she ruled the great desert wastes. From secret shrines and concealed sanctuaries, the priest led many forbidden rituals for the glory and favor of his goddess. But on a fateful day, the forces of good rose up against the Sphinx Queen, and although their victory was not complete, her rule was shattered and she was imprisoned in a forbidden tomb. Ankhotep and most of her other followers scattered among the hot desert winds and went into hiding. All the while, the Sphinx Queen’s whispers guided her dedicated followers, and Ankhotep embraced her seductive lessons. He was soon convinced of her eventual return, and set about to plan to be at her side during her triumphant return.
He founded a new temple, secluded in a remote oasis, situated in the middle of a sea of glass. The Glass Sea is a scar on the forsaken wasteland, created during an elemental battle centuries before. Using his considerable wealth, and the overflowing coffers filled by his faithful congregation, he constructed an elaborate tomb under the temple. Fit for a pharaoh, the tomb was stocked with everything Ankhotep would need in the afterlife, which he intended to spend with his beloved Sphinx Queen. Mundane objects, a place for his wife, and his remaining abundant material wealth were all added to his burial chambers. His master architect, Horeb, was tasked with the design of several deadly traps, designed to protect his physical body and his hoard. The priest underwent the sacred ritual of mummification and was sealed in his tomb to await the return of his goddess. But Ankhotep’s undoing was his blind trust in his master architect.
Although by no means wealthy, Horeb had a comfortable life. But he was greedy, and believed that locking away a hoard of golden objects and fine jewels in the fanciful belief of an afterlife was foolhardy and wasteful. Not to mention he’d had a forbidden tryst with the priest’s wife, Nebetia. Ultimately, it was her seductive pleas that convinced him to betray his master, and plunder the tomb he was entrusted to design. He commanded that a secret passage be installed from one of the general burial chambers, bypassing a trapped entrance door to Ankhotep’s tomb. Following the installation, Horeb poisoned the workers to protect his secret. A few weeks after the burial, the master architect used the secret passage to enter the burial chambers. Using his knowledge of the other traps, many of which he designed, he penetrated the innermost chambers and over the course of several nights, robbed the priest of all his worldly possessions, save those adorned on his very body. In the final act, perhaps out of superstition, Horeb sealed the priest’s sarcophagus with molten gold, just in case Ankhotep is resurrected. Horeb and Nebetia fled the oasis with more gold and jewels that they could ever spend in a hundred years.
Yet, Horeb’s betrayal did not go unnoticed, as the Sphinx Queen herself bestowed the gift of undeath on her devoted disciple.
Mummy: ?
Mummy Lord: ?
 

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