Undead Origins

Voadam

Legend
Heroes of Skyfall
5e
Undead: Without delving too far into the insanity (though we really must talk about it at some time, because it is a ridiculous story in every sense) the Necromancer’s guild has for nearly the entire life of the city been charged with the protection of Skyfall from the dangers of the Lightless Depths. In return, they are given the bodies of all dead Skyfallians, which of course they animate to man their undead army.
Zombie: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Here these dark mages practice their trade disposing of the city’s dead and animating zombies to defend against the dark elf armies from the lightless depths.
Abrupt Animation spell.
Skeleton Shock Trooper: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Shadow: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Specter: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Mummy: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ghast: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Ephemeral Scout: As we come to the Raising Grounds, you will first notice that stench. Bodies are brought here (and to several other locations) and are sorted and assigned before they are raised. Chiefly the Wardens prefer a zombie for defense, but the size and condition of each body helps determine its role in the defense of the city. Those with severe tissue loss are flensed and raised as skeleton shock troops. Some with more extensive damage are brought back as shadows or specters and used as ephemeral scouts. Some are mummified or turned to ghasts and sent on deep reconnaissance into the lightless depths.
Undead Servant: ?
Skeleton: ?

ABRUPT ANIMATION
2nd-level necromancy
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small piece of dried humanoid
skin)
Duration: 1 minute
This spell temporarily forces undeath upon a recently deceased corpse. Choose a corpse within range that died within the past minute. For the duration of the spell, the corpse acts as a zombie under your control. When the spell ends the corpse is no longer animated and collapses in its current space.
On each of your turns, you can mentally command the creature as a bonus action as long as it is within 60 feet of you. You can also issue one command as part of casting the spell. You decide the creature’s action and movement during its next turn, or issue a general command such as guarding a specific area. If you don’t give it a command, the creature only defends itself against hostile creatures. Your GM will have the statistics for zombies.
At Higher Levels. Whenever you cast this spell using a spell slot higher than 2nd level, you can increase the zombie’s Strength, Dexterity, or Constitution score by 4 points for each level of the spell slot above 2nd. You can choose a different ability score for each spell level. For instance, if you cast this spell using a 5th level spell slot, you could increase the zombie’s Strength score by 12, or increase its Strength by 4 and its Constitution by 8, or increase all three scores by 4, etc.
 
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Voadam

Legend
Horrors Unbound: Black Orc (5e)
5e
Undead: ?
Shadow: If a non-evil humanoid dies from [a black orc high priest of Orcus's Caress of Orcus] attack, a shadow rises from the corpse in 24 hours under the priest’s control, unless the humanoid is restored to life or its body is destroyed.
 

Voadam

Legend
How Orcus Stole Christmas (5e)
5e
Winter Bones, Merry Undead Creature, Skeletal Scarecrow: ?
Undead: ?
Zombie Horse: The Sleigh of Orcus magic item.
Zombie Draft Animal: The Sleigh of Orcus magic item.

The Sleigh
Painted red with blood, set upon rails of the coldest iron, and capable of holding countless corpses in rotting sacks, the sleigh of Orcus is a massive wooden sleigh measuring thirty feet long and twenty feet wide. The walls of its bed rise ten feet in the air. It is icy cold to the touch and radiates an unholy aura to any who are sensitive to the presence of the dark powers of the world.
The sleigh itself possesses several strange magical properties. It only needs to be pulled by a single horse (who moves at its normal speed when pulling the sleigh), though the poor beast of burden withers and sickens after a week of being tasked with pulling the horrid winter sled. In another week, the wretched creature is emaciated to the point of death. This damage is unrecoverable, save by divine intervention or the use of a wish spell. If left tied to the sleigh overnight, the horse (or other draft beast) rises as a zombie, bound forever to the service of the sleigh master.
The draft animal, regardless of its form, gains the following features when it reaches the point of becoming undead:
It becomes an undead, and gains immunity to poison damage and the poisoned condition.
It gains the following additional features:
Favored Terrain. Whenever the creature is moving through snow covered terrain or blood-soaked battlefields, its speed is doubled.
Undead Fortitude. If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the creature drops to 1 hit point instead.
In addition, the sleigh functions as a portable hole for any object placed in the bed. The item vanishes in an icy blast of brimstone when placed there and can be recalled by reaching back into the bed at any time. However, each time an item is retrieved there is a cumulative 1% chance that a demonic creature springs forth from this terrible abyssal portal to devour those who would dare deface the sleigh of their master.
The sleigh itself is impervious to all forms of damage and can only be removed from creation by having a bless spell cast upon it, and then wished out of existence.
 

Voadam

Legend
Hythum Chapters 1 and 2
5e
Undead Skeleton, Skeleton: ?
Undead: ?
Ghast: ?
Ghoul: ?
Wight: ?
Zombie: A humanoid slain by [a wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
 

Voadam

Legend
Hythum Chapters 3 and 4
5e
Undead: ?
Skeleton: ?
Duke Varonus, Skeletal Guardian, Skeletal Tomb Guardian: ?
Ghoul: ?
Skeleton Armored: ?
Skeleton Decrepit: ?
Skeleton Minion: ?
Blazing Skeleton: ?
Wight: ?
Zombie: A humanoid slain by [a wight's Life Drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Wraith: ?
Specter: Wraith Create Specter power.
Shadow: If a non-evil humanoid dies from [a shadow's Strength Drain] attack, a new shadow rises from the corpse 1d4 hours later.
General Karattas, Skeletal Guardian, Four Armed Skeleton, Animated Skeleton: ?

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

Voadam

Legend
Hythum Chapter 5
5e
Mummy: ?
Frozen Troll Zombie: In the chamber below is a Zombie, animated corpse of a troll, its skin is icy blue from cold and ice shards have grown out of its rotting flesh, chained to the wall.
Zombie Hulk: ?
Animated Corpse of a Troll: ?
Flameskull: ?
 

Voadam

Legend
5th Edition Monsters & Treasure of Aihrde
5e
Bag O' Bones: The creation of such a monster requires expensive ingredients (at least 10,000 gp), months of preparation equal to that of a stone golem, and it requires the magical coordination of both a high-level cleric and a master wizard.
The bag o’ bones is a result of the blending of the necromantic arts of the undead with the alchemical lore of golem creation.
The Black Breath, Unklar's Breath, Breath of Despair: Created by dark magic, the black breath is a creature of necrotic energy. When created, the black breath contains a drop of its creator’s blood and appears as a small, invisible gel. The creature remains inert until it is rubbed on a location or object it is meant to guard. It can then assume its air form and attack.
Arch-Mage Nulak-Kiz-Din created the black breath to guard his many treasure holds, towers, and places of power.
Feliul Stone, Magical Stone That Has Been Possessed by the Spirit of a Fallen Dwarf Gnome Giant or Goblin: Feliul stones are magical stones that have been possessed by the spirit of a fallen dwarf, gnome, giant, or goblin (far more commonly a dwarf). Usually, the victim has died some horrible death, through torture or the like. Some feliul stones are possessed of the spirits of those that have died before some great task was completed. Whatever the case, the spirit lingers in the living world and takes up residence in the stone about it. These spirits live within the rock and stone, trying to fulfill their spent lives’ lingering needs.
Forsaken: They bear the signs of their origins and chains and leather straps hang upon them, some attached, others not.
The forsaken are creatures who have survived Klarglich, the Pits of Woe. There, Unklar bound many unfortunate victims of his reign and wreaked havoc upon them, their minds and bodies. His slave masters tortured them, his wizards experimented upon them and the darkness fed upon their sanity. Most victims perished in that dark pit in the bowels of Aufstrag, but a few survived and they fled the Pit when they could.
Laumeun: The laumeun were once humans whose bodies have wasted away, mutating into abominations through a lifetime of misspent sorceries. They are shells of themselves; their flesh largely rotted away, their innards, blackened with corruption, hanging on to their slowly mutating bones. Their muscle has long since decayed and only their sorcery holds them upright, giving them the appearance of floating.
The laumeun are aware of what has happened to them. They well remember the transformation and understand that the sorcery they practiced in life somehow went awry and corrupted them.
The laumeun first appeared during the Age of Men when the sorcerers ruled. Lau is the dwarven word for sorcery [and] is a derogatory word at best. Mastery of the Language of Creation lies beyond many men’s capabilities and some succumb to the power of it before they cast it aside. These are the laumeun. The language, corrupted beyond its scope lingers with the laumeun, burning away their flesh and corrupting the mind.
The creatures are considered great abominations by wizards in Aihrde for they failed at their craft, but continue to hound those more successful. It is the fear of all wizards that at some point they too shall become corrupted by their magic and mutate into a laumeun.
Mison Men, Ancient Mountain Warrior Who Has Returned to the World by the Magic Bound in the Bones of a Dead Dragon: Mison men are ancient mountain warriors who have returned to the world by the magic bound in the bones of dead dragons. Mison men rise up from the grave and equip themselves with the skin and bones of the dead dragon, appearing in the guise of men adorned in plates of dragon scale.
The mison men’s origins lie in the early history of men. When men first wandered the high planes beyond the confines of the Dwarven Realms, they encountered creatures both amazing and terrifying, not least of which were the dragons. Many paid homage to these beasts and the monsters took them as servants. And though they still plundered the men of their wealth, or devoured them in flame and acid, the men paid them homage. These ancient tribes found their futures interwove with that of the great beasts. In later days, Cults of priests learned how to stave off death using the power of the magic born in the dragons, but what they did not account for was the evil bound into the beasts, for as is known, the dragons all came from the goddess Inzae, and her disposition is a malicious one.
Bound to the dragon and the mountain where the dragon dwelt, the mison men lingered in the lands between life and death, returned or otherwise.
Naerlulthut: The naerlulthut are the spawn of the [naerluth], that dread creature of the darkness whose sole intent is to destroy the world about it. These, its children, are undead spirits whose bodies did the beast devour and whose souls were bound to it.
The naerlulthut’s natural form is one of dust, the spirit of the devoured creature lingering in the refuse left behind by the naerluth.
These creatures are very uncommon, only found where the [naerluth] have dwelt for some time. They have no real connection to the Winter Dark or the Horned God, being entirely creations of the [naerluth].
Shelkerow: The shelkerow are priests of a banished god, evil and tormented souls who had nowhere to go after death, so they coalesced into a morass of etheric ectoplasm, a twisted nightmare that exists only to drain the life from the world.
Anywhere that dark priests were put to death en masse a shelkerow can manifest. In years past when the city was sacked, the priests of Unklar gathered here in the tower in a last-ditch attempt to save themselves. They failed, as knights and paladins broke through the door and put them all to the sword.
As priests of a banished god, their souls had no house to which they could flee. So they lingered, evolving into a morass of twisted nightmare known as a shelkerow.
Soul Thief, Rottenshuf: These creatures are of the order of the Val-Austlich, created in the Days before Days by Ornduhl. They were shadows, cast off by the Cloak of Red, and called the rottenshuf.
Terralip Tree: In the old dead husk of many a tree lingers the echo of its spirit. The spirit burns with some malevolence that it bore in life or that was given to it by others or that it suffered in death. These are twisted spirits, born crooked and they die angry. They are forbidden to return to the earth and oblivion as is the want of all trees, so they remain in bark, bole, and branches, there to poison the ground, the very air, that once gave it life.
The terralip is found where any deciduous forest once grew or grows. They can be of any breed of hardwood, from the hard barked cherry tree to the tall, thin aspen. They can exist in any climate and as high as the tree line in the mountains. They are found in swamps and deserts, towns and valleys, wherever trees grow.
But others, druids and the like, use them as guardians, for powerful druids can bind a tree’s spirit to the bole and keep it there until released or turned.
Trees root deep in the ground; the fingers of their age push into the soils, soft or hard. For some, this is all there is and they take no heed of the fruit that is the earth, the wind, the sky, and cool waters. For others, they are awake and take notice, for what it is worth, of the world around them, and these love or hate the joy of it as is their wont. Of these, the terralip is born. An evil limb in life turns worse in death. Or happenstance twists a happy spirit into a malevolent force. In either case, the tree is foul in death, poisoning the earth and air, filling the soils at its feet with death, trapping the spirits of the fallen in the tangled roots of its own spite.
They are found in any environment and locale, sometimes along on a dusty plain, at others in the deeps of a wild forest.
Undead: Any creature slain by a naerluth arises again as a random type of undead within 1d10 rounds.
Undead Crow: ?
Undead Hound: ?
Undead Spirit: ?
Banshee: Noxmurus, Night of the Dead, artifact.
Ghost of a Priest Who Lived in the Tower: ?
Ghost: ?
Ghoul: ?
Skeleton: Knoglen Blade magic item.
Skeletal Colossus of Various Animal and Human Bones Grated Together in Odd Patterns: ?
Gaunt Skeletal Creature: ?
Gaunt Orc: ?
Skeletal Orc: ?
Gaunt Skeletal Manticore: ?
Wight: ?
Malhavok, Wraith Who is Not Affected by Sunlight: In the Age of Heroes, Malhavok was reputed to be the greatest thief in the entire west. In his travels, he took up with the holy paladin Saint Luther who tolerated his malfeasance for he proved useful in his struggles with the evil that had arisen in the east. But eventually, Malhavok betrayed the paladin and when Luther discovered Malhavok’s misdeed, the paladin’s knight laid hands on the rogue and slew him; they gave his body no rest, but burned it to ash. But Malhavok’s spirit proved powerful and refused to enter the Shadow Realms and fled the Gates of Tiamat. Naked, it returned to the world of the living as a houseless shadow, seeking it knew not what. At last, it found a home in the very blade the rogue carried in life. This blade, borne of the magic of Rhealth, one of the Og-Aust of old, consumed the fire of Malhavok so that the rogue became entwined with the blade and the blade became a cursed thing.
Zombie: Knoglen Blade magic item.
Terrible Yellow-Boned Figure of Grotesque Proportions: ?
Alchemical Abomination: ?
Simple-Minded Guardian: ?
Relentless Guardian: ?
Solitary Guardian: ?
Ravenous Hunter: ?
Abomination: ?
Fallen Sorcerer: ?
Ancient Blight: ?
Silent Killer: ?
Great Abomination: ?
Guardian of a Mountain: ?
Clever Stalker: ?
Incorporeal Creature: ?
Tormented Spirit: ?
Lingering Essence: ?
Relentless Attacker: ?
Swirling Cloud of Dust: ?
Vaguely Corporeal Form: ?
Morass of Etheric Ectoplasm: ?
Twisted Nightmare: ?
Echo of Darkness: ?
Eater of Souls: ?
Mass of Black Smoke: ?
Morass of Twisted Nightmare: ?
Shadowy Transparent Figure of Smoky Black: ?
Shepherd of the Damned: ?
Special Servant of the Lords of the Netherworlds: ?
Guide of Sorts: ?
Hunter of Souls: ?
Shadow: ?
Old Dead Tree: ?
Angry Remnant: ?
Echo of a Tree's Spirit: ?
Twisted Spirit: ?
Mindless Killer: ?
Malevolent Force: ?

Knoglen Blade: This weapon is a pole-arm, fashioned from the living bones of the aghul’s victims. Ranging about 8 feet long, it serves as a +2 weapon in both hit and damage. The blade(s) are razor-sharp, self-replicating bones. When the blade strikes a successful hit with a 19 or 20 (without bonus), flakes of the bone break off into the wound. These flakes are living bone and begin to meld with the victim. If not treated, the wound begins to rot and the surrounding flesh begins to fall off. A creature that dies from the rotting returns as an undead. Unless buried in holy or consecrated ground, they reanimate as a zombie or skeleton in 1d8 days. The Knoglen loses all magic when its owner dies.

Noxmurus, “Night of the Dead”
Weapon (longsword), Artifact
When Unklar came to the world of Aihrde, the greater host of the elves fled the world to the hidden realm of Seven-Rivers, Shindolay. Only a few possessed so great a love for the lands of the All Father that they remained. They hated Unklar and fought him at every turn. But defeat followed defeat and their powers proved too slight in the face of the Horned God. Their losses mounted, culminating in the battles for those lands that came to bear the name The Shelves of the Mist. With frustrated rage their thoughts turned ever to their kin who had fled, in their thoughts were visions of all the gathered strength of the elven hosts and the utter defeat of Unklar. Though they did not know it, even those hosts could not have stood against the Horned God in his prime; not even were all his minions stripped of him. But their thoughts did not know reason, only defeat and in time they turned on their kin, hating them, and cursing those who fled the fate of the world.
The Elf Prince Meltowg Lothian, brother to Daladon Half-Elven Lord of Darkenfold, was one of these elves. As is told in the Lay of the Lothian Princes, he forged the sword Noxmurus and bound within it the spirit of his rage and hate; this raging spirit took a name, Bodach, which in the elven tongue means “darkness.” Meltowg died in the Winter Dark Wars and his brother, Daladon Lothian, took up the blade for a space of years. Since those days Daladon has drifted from the halls of the Val-Tulmiph and the blade has been lost to history.
Noxmurus is a +3 greatsword, whose deep green blade is unbreakable. Its grip is of black wire wrapped tightly around an iron base, the pommel a dark green opal, and the great cross guard is speckled black as if colored with coal dust. The sword wastes with time or use, for the spirit of the elves lies within it. It is always sharp, immune to notches and scratches. Within the blade lurks the corporal manifestation of Meltowg’s madness, Bodach the imp. This imp is possessed of all the rage of its creator and bears a deep, abiding hatred for the High Elves of Aihrde. When held by any elf, but a high elf (or half-elf who is not the offspring of a high elf) or human, the sword becomes a living thing and will talk to its “master,” trying to influence the wielder. Bodach’s goals are always twofold, to kill servants of the enemy or the High Elves. It will attempt to drive its master to war on these creatures. Noxmurus is a sentient artifact and has an Intelligence of 12, Wisdom of 15 and Charisma of 17. While Bodach is within the blade, the blade can communicate telepathically with its wielder. If Bodach is outside of the blade, the blade can only transmit emotion.
Its greater and lesser abilities are listed below.
When unsheathed, the sword grants the wielder advantage on all stealth checks, and if in a forest environment, the bearer can become invisible at will. Also, elves and half-elves wielding the blade may summon and command Bodach the Imp upon command. Bodach acts as an imp-familiar in all respects.
The blade imparts a resistance to poison as well as darkvision up to 120 feet. It can detect magic within a 20-foot radius. When borne by any elf but a high elf (or half-elf who is not the offspring of a high elf), the sword bestows a glamour upon the wielder, allowing the wielder to make himself seem greater than he is. The glamour unsettles creatures within 120 feet if they have fewer than 12 HD or levels. A potentially affected creature that succeeds at a Wisdom save (DC 15) remains immune to the Glamour for one day. On a failure, creatures with 4 or fewer HD or levels suffer the frightened condition for 2d4 rounds, fleeing from the wielder and those with 5-12 HD become shaken for 4d4 rounds, suffering a -2 on all attack rolls and attribute checks. The wielder can also detect any type of scrying.
The sword has two natural enemies, orcs, and elves. Against orcs, the wielder always gains initiative. Against elf or fey, the blade has a malevolent effect. On a roll of natural 20, the elf or fey’s spirit is forever destroyed, thus cursing them to live out their days as shadows of their former selves, eventually becoming a banshee.
 
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Voadam

Legend
Askis World Primer
5e
Undead. The Dead: ?
Slavering Undead: ?
Foul Undead Mage: ?
Vined Skeletal Monstrosity, Undead Servant: ?
Mindless Recruit of the Silent Knights, Member of the Ministerium Immorte: Knowing the dangers that could result from the Taenarius Tunnels but aware that removing them would be impossible, the Celestial Heroes sought a way to maintain the danger they could not destroy and tried a wide variety of means. Legions of soldiers sacrificed their lives in the entombing darkness, automata returned to the surface as crazed killers, and in time only one solution presented itself. So it is that for the denizens of Askis, there is service even in death: the Minesterium Inmorte.
It is not at all widely known but virtually everyone donates their corpse to public service when they finally pass away. Most funeral rites involve incineration of the body but even those who choose not to be cremated are ultimately recruited, the corpse taken away to The Ministry after the final viewings and bereavement have passed (ostensibly in the interests of the public health). Once there the Quibus Pythonicus prepare the remains with holy oils and salves to ensure the smell of decay does not emanate and then raise it to patrol the world’s waters and subterranean passageways. Before being sent into the field a mindless recruit of the Silent Knights is encased in sacred armor that completely covers their body, leaving nothing to see but the intense glare of their undead gaze.
Saint Argyripus, The Breathless Saint, Bereaving Ghost: After the philosopher scientist released a maddening gas to spread all over Regredior, the brave Argyrippus ignored the warnings of the Golden Redeemers and ventured out into the mind-altering mist. He heaved and spat before drew in a breath so deep that the the city-wide fog withdrew from the streets and into his lungs! The dwarf died for his efforts and his bereaving ghost sometimes haunts the night in Regredior to recant his death, but the citizens of the city shall ne’er forget his noble sacrifice and without fail they have honored him thrice a year since.
Vicefroth, Ghost, Spirit: ?
Neracito, Ghost: ?
Lich: ?
Lich-Queen: ?
Ulnayr, Lich: ?
Vampire: ?
Vampiric Warmaster: ?
Living Dead: ?
 
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Voadam

Legend
Insidious Experiments (Level 4 PCs)
5e
Skeleton: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Ogre Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
Bone Naga: ?
Serpentine Skeleton: ?
Crawling Claw: ?
Undead: ?
Undead Guardian: ?
Animated Dead: ?
Mindless Undead: ?
Undead Thrall: ?
Monstrously Large Zombie: He [Haedrin Lastlight]’s animated a few of the ogres he had killed, as well as a couple dozen of the remnant bodies brought to him from town. They now roam the halls of his keep as zombies and skeletons, thralls to his command.
 

Voadam

Legend
Iskloft - Grim Viking 5E
5e
Aptrgangr, Again-Walker: The dead do not want to return. However, if they are wronged, if their barrows are desecrated, their possessions taken, some may return to mete out terrible vengeance. Alternatively, there are magics in the world that can force a soul to return to Iskloft. Charged with a mission, it must complete this task before it can return to Corpse Hall. This is the aptrgangr (literally again-walker), a soul that has returned to its body to exact some kind of vengeance or task.
The dead take with them what lies in their barrows. The reason a warrior is buried with their armour and weapons is so that when they get to the Corpse Hall, they have the things they need. The wealth and other items in their barrow belong to the dead. The barrow itself, or grave, must be tightly sealed. If it is broken, and items are taken, the aptrgangr rises, and will not rest until it has slain the thief, and taken back what it owns.
The aptrgangr only returns under two circumstances. The first is that something has been disturbed at its grave-site. The second however, is more insidious. With enough time and dark purpose, powerful seiðr can create such a creature and bind it to their will with oaths.
The presence of a draugr causes death to seep into Iskloft, to spread its icy tentacles all throughout the draugr’s domain. Surrounding itself with aptrgangr raised by its own hand, it rules as a king in its domain of death. Some say that a draugr can deny a soul entry to Valhalla, that having been ripped from that holy place, it instead binds the souls of those who die near it into undead servitude.
Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Beckon Aptrgangr Seiðkona ritual.
Undead Servant: ?
Shambling Mindless Thing: Any creature that dies within the draugr’s domain will rise again as a shambling, mindless thing, unquestioningly loyal to the draugr. They will attack any living creatures who dare to enter the domain.
Draugr: No one is sure why the draugr return to Midgard, but when they do, they can devastate whole regions.
Zombie: ?
Skeleton: ?
Animated Dead: ?
Undead: ?
Shade: ?
Wraith: ?
Restless Spirit: ?
Ghost: ?
Restless Dead: ?

Beckon Aptrgangr
Casting Time: 10 days
Range: Self
Components: a dead body, blubber, a wolfskin, leather, coal,
mother’s milk, a loyal hound, a dead person’s name
Duration: Until the task is carried out
You try to create an undead servant, one of the most profane rituals known to humanity. Over ten days, you must find a dead body and dig it up using only your left hand. You must then lick the body clean, before filling the inside of the body with blubber or some other fat. If the body has no skin, you must apply it to the inside of the bones. Thereafter you must place the coal in the centre of the body, tightly wrap the bones in leather, then drop a mouthful of mother’s milk into the corpse’s mouth. Finally, you seal the body within the wolfskin, placing the loyal hound inside and sealing them both up.
You must spend three days and nights chanting over the body, beseeching the dead person by chanting their name, to return and complete a task for you. If the previous steps have been done carefully, at the end of the tenth day at midnight, the wolfskin will split open, and the corpse will rise.
The corpse is an aptrgangr and is bound to complete one task for you. The task can be anything that the aptrgangr could reasonably complete, but here are some suggestions:
Go to a specific place and deliver a message to a specific person
Kill a specific person
Fetch a thing from a specific location
The aptrgangr does not stop, does not sleep and does not rest. It will kill anything that gets in its way or tries to stop it. The sight of undead in Iskloft is one of the most horrifying things that people could imagine, so sending it on a long way to complete a task will likely create great chaos in the world.
Once the task is complete, the aptrgangr will cease to be animated and its soul will return to whence it came. However, this process is taxing on your soul, and once the aptrgangr completes its task, or is killed in the process, you suffer four levels of exhaustion and age 1d10 years.
 
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Voadam

Legend
It Started with a Chicken (Splinters of Faith #1) (5e)
5e
Fulcyst, Ghoul: Fulcyst, an entombed subpriest, was an appallingly evil man. He was among the longest-living survivors buried in the tomb and existed by devouring the other priests’ flesh. Finally, as he inhaled his last breath of stagnant air, Fulcyst pleaded with his dark lord for eternal life. Aurikus granted the wish, and Fulcyst’s body wasted away in death, withering into a ghoul.
Swarm of Undead Bats, Undead Bats, Zombie Bats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Swarm of Undead Rats, Desiccated Rats, Zombie Rats: Desiccated rats flop about the floor of this room, while the ceiling ripples with thousands of undead bats. A priest driven mad by days of being buried alive animated the poor creatures to liven up his final moments.
Reawakened Undead: ?
Free-Willed Undead: The dread warlord Akruel Rathamon’s tomb is filled with the remnants of unspeakable evil. After being sealed inside the crypt by Shah Rasalt’s men, many of Aurikus’ followers tried to escape but found that Rasalt had further sealed them into the tomb by burying the entire structure under tons of dirt and stone. Eventually, fear, exhaustion, dehydration, and hunger — not to mention vicious infighting that killed many worshippers — took its toll on the buried faithful of Aurikus. Still, some of the more powerful cultists eluded death, and their anger transformed them into free-willed undead who remain trapped within, awaiting release.
Undead Animal: ?
Ghoul: ?
Gillespy, Ghoul: ?
Shadow: ?
Skeleton: Rayne animated the skeletons in the niches before leaving the tomb three days ago with Akruel.
Zombie: ?
Undead: ?
 
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Voadam

Legend
Careless Adventurer's Guide to Hazards
5e
Dormant Undead: ?
Undead: Supernatural or magical diseases that prevent healing, resurrection, or raise victims as undead after death are staples of the fantasy genre. Warcraft 3’s and World of Warcraft’s plague of undeath and BioWare’s infamous Wailing Death were magical diseases that could not be cured by mundane means or even most spells were ineffective. These supernatural diseases often had dark ramifications for the infected.
The Curse of Vengeful Dead major curse.
Ghoul: The Curse of Vengeful Dead major curse.
Ancient Lich: ?
Mighty Lich: ?
Mummy: ?
Malicious Shadow: ?
Spectre: Gravedigger's Curse curse.
Vampire: ?
Vampire Spawn: The Curse of Vengeful Dead major curse.
Wight: The Curse of Vengeful Dead major curse.
Wraith: The Curse of Vengeful Dead major curse.
Zombie: A group of explorers opens a dusty old sarcophagus, which releases a foul-smelling black wind that rots the flesh it touches, slowly decaying the living into zombies over a few days.

The Curse of Vengeful Dead
Death clings to the character now. The character’s lifeforce is greatly weakened, the afflicted becomes vulnerable to necrotic damage, and they cannot be magically healed. If forced to make a death saving throw, the character, as well as anyone within 60 feet, nets two failures on an unsuccessful roll and three on a critical failure. If a living creature is killed by the character and the body not burnt, decapitated, salted or otherwise put to rest, it comes back as undead creature during the next night and hunt the cursed character.
The challenge rating for such creatures is half the player’s level. If the character is ever killed while under this curse, they rise as an undead appropriate to their level, most often as a ghoul or wight, but sometimes even as a wraith or vampire spawn.

Gravedigger’s Curse
If the accursed being dies while cursed, its spirit immediately rises as a specter in the space of its corpse or in the nearest unoccupied space.
 
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Voadam

Legend
5th Edition -- Lost City of Gaxmoor
5e
Undead: Where the graveyard was once the protected resting place of the honored deceased it is now the home of the evil cleric Lamesh Ryholden. He is bringing the deceased citizens of Gaxmoor back to some semblance of life as members of his undead army.
Undead Beast: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Undead Bar Tangi: ?
Undead Servant: ?
Non-Intelligent Undead: ?
Intelligent Undead: ?
Apparition: ?
Ghost: ?
Real Ghost: ?
Abomination: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
Ogre-Ghoul, Dreaded Ogre-Ghoul: This foul creature has escaped from the control of his creator in Gaxmoor. The evil half-orc Lamesh, discovered a potent magical item, the Necromantic Crown of Quentis, and has created several of these abominations.
He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls.
Foul Creature: ?
Large Heavy Creature: ?
Ghoul: He also possesses the Necromantic Crown of Quentis (Evil): This simple circlet of golden snakes provides an evil cleric with the ability to create and command twice the normal number of undead. The crown also bestows the ability to create undead as per the spell once per week at 2 times caster’s level. This is how Lamesh has been able to create the dreaded ogre-ghouls. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 15) or lose a point of Constitution. Upon reaching zero Constitution, the character is completely transformed into a ghoul! This curse remains in effect even if the crown is removed; only a remove curse can end it.
Necromantic Crown of Quentis magic item.
Lucius Maximus Mageris, Powerful Lich: ?
Lich: ?
Powerful Lich: ?
Mummy: ?
Shadow: Necromantic Crown of Quentis magic item.
Shade: ?
Creature With Clawed Feet: ?
Skeleton: ?
Skeleton Guard: ?
Skeletal Remains: ?
Daedelus Antonius, Advanced Skeletal Warrior, Special Undead Creature: ?
Skeleton, Skeleton Warrior: ?
Skeletal Warrior: ?
Spectre, Spirit: These are the spirits of three people that tried to teleport into the laboratory to steal some magical items. The protective wards directed them into the walls; one in the south wall, and two into the center of the north wall.
Xerxes Diccus, Vampire: ?
Zombie, Normal Zombie: ?
Gnoll Zombie: ?

Necromantic Crown of Quentis (Evil)
Wondrous item, rare (requires attunement by a cleric)
This simple circlet of golden snakes provides an evil cleric with the ability to command twice the normal number of undead using their channel divinity, or doubles the number created and controlled when the cleric casts animate dead. The crown also bestows the ability to create undead as per the spell once per week as though using a 9th-level spell slot. Anyone wearing the Crown for more than an hour must make a weekly Wisdom save (DC 20) or lose a point of Constitution. Upon reaching zero constitution the character is completely transformed into a ghoul. Any neutral character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 4 (1d8) points of necrotic damage. Any good character who wears this crown must succeed at a DC 20 Wisdom saving throw every round or suffer 8 (2d8) points of necrotic damage. If a good or neutral character dies while wearing the crown, they are completely transformed into a shadow.
 

Voadam

Legend
Cutthroats and Crew (5E)
5e
Undead: ?
Non-Skeletal Corporeal Undead: ?
Ghost: Pirates killed by this spell [Black Spot] often return as ghosts, but that is not a direct effect of this spell.
Skeleton: ?
Skeleton Proficient With Navigator's Tools Carpenter's Tools and All Water Vessels, Skeletal Crew Member: Skeleton Crew spell.
Zombie: ?

SKELETON CREW
4th-level necromancy
Casting Time: 1 action
Range: touch
Components: V, S, M (a humanoid corpse or corpses)
Duration: 24 hours
This spell turns up to 10 corpses into skeletons that act as crew and obey your commands to the extent of their abilities. The undead you create will be a skeleton that and is proficient with Navigators tools, Carpenters tools, and all water vessels. It has a skill level equal to your spellcasting ability modifier. The skeleton can perform the duties of one crew member but has no other abilities. The skeleton cannot speak, attack, or even defend themselves. The only orders it obeys are ones pertaining to the operation of a ship. Skeletal crew members are not proficient with any weapons or armor.
On each of your turns, you can use a bonus action to mentally command any skeleton you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn. The skeleton crew will continue to man the ship and keep it on course to their best of their abilities even without specific orders to do so.
The skeletons are under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for a further 24 hours, you must cast this spell on the creatures again before the current spell ends. This use of the spell reasserts your control over up to twenty creatures you have animated with this spell, rather than animating new ones.
A skeletal crew member can only be created from a mostly intact humanoid corpse. The corpses must have bones. When you cast this spell, any flesh left on the corpses melts away into fog.
At higher levels. When you cast this spell using a spell slot of 5th or higher you can create a further two Skeletons per spell level or control a further four skeletons you have already created. To create further skeletons, you must have a corpse for each additional skeleton you wish to create.
 

Voadam

Legend
Fort Scurvy (5E)
5e
Wraith: The iron maiden is invested with the psychic and spiritual energy of those tortured in this dungeon, and 1 round after the iron maiden trap activates (or immediately if the iron maiden is destroyed), these energies manifest as a pair of wraiths that focuses its attacks on the trapped creature, though if that creature escapes it pursues and attacks any other creatures it encounters.
 

Voadam

Legend
Gothic Heroes (5E)
5e
Undead: ?
Undead Slave: ?
Undead Servant: The birth of Agrimar Vaskel (AG-ruh-MAHR VAZZ-kuhl) came as the product of his mother’s abduction by a depraved orc necromancer. Unfortunately, he never got to know her as she died during childbirth and his orc father reanimated her body as yet another undead servant.
Theodric Vorsaife, Ghostly Ally, Vengeful Armor-Clad Guardian Spirit, Angelic Spirit: Some of Dominnia’s normal siblings have already left to join the templars in their crusade to hold back the demon hordes of the north. Everyone expected her to follow suit, but she actually feared that calling, certain it would lead to a violent, meaningless death far away from home. Raised in the faith of the Goddess of Valor, she fervently prayed for another path or a sign from the goddess that she should accomplish something different in the inheritor’s name. That very night, the angelic spirit of Theodric Vorsaife—a former family patriarch and knight—came to her as a guardian spirit. Whether formed from Dominnia’s subconscious mind after studying the annals of their family history, or a real guardian angel, she never knew. Theodric had no more understanding of why the Inheritor might have sent him than Dominnia herself. In fact, he recalled very little from his former life, but, together, they researched his accomplishments and discovered the real Theodric fell hundreds of years ago against the armies of the lich-king.
Walking Dead: ?
Lich-King: ?
Vampire: ?
Vampire Spawn: ?
Spirit: ?
Spook: ?
Haunting: ?
 

Voadam

Legend
Journey to Ragnarok
5e
Draugr Corporeal: Even the bravest warriors who have led an honorable life may have a moment of weakness and lose their honor or fall into battle without having completed the businesses for which they were intended.
Seeing themselves denied their place among the Einherjar, they remain attached to life in the form of Draugr, possessing or not of their body.
Draugr Incorporeal: Even the bravest warriors who have led an honorable life may have a moment of weakness and lose their honor or fall into battle without having completed the businesses for which they were intended.
Seeing themselves denied their place among the Einherjar, they remain attached to life in the form of Draugr, possessing or not of their body.
Aptrgangar, Those Who Walk After Death: “Those who walk after death”, the dead who committed heinous acts in life and so wake up in Nilfheimr. However, their destiny is not joining the River of the Dead and move to Helheimr. Instead, they will remain in the frozen limbo of this realm.
Undead: ?
Undead Servant: ?
Ghost: ?
Wandering Specter: ?
Spectre: ?
Wight: ?
Erik, The Sleepless, Draugr Corporeal: ?
 

Voadam

Legend
Journey To Ragnarok - The Grey Wanderer
5e
Draugr Minor Incorporeal: They searched and dug everywhere, in spite of the terrible weather, and finally found a crypt rich with treasure, just as the wanderer promised, including the legendary runic sword Anguvardal.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owne to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
Draugr Minor Corporeal, Fully Formed Minor Draugr: They searched and dug everywhere, in spite of the terrible weather, and finally found a crypt rich with treasure, just as the wanderer promised, including the legendary runic sword Anguvardal.
Overjoyed, they took shelter in the crypt and feasted all night long. The next morning they departed, without searching any further for the pendant.
Unbeknownst to them, the corruption of Fimbulvetr had affected the magic sword, causing the legitimate owner to raise up as a draugr as soon as the vikingars left the village.
Inside, among many treasures, sits the Draugr reborn when the king’s grave was violated and his magic sword stolen.
If the characters decided to travel slowly, they face a fully formed Minor Draugr. The King had enough time to use his servants and Erik’s body to fashion a form worthy of his power.
Undead: ?
Ghast, Ghast Minion: ?
Ghoul: ?
Specter: These dark creatures are the souls of ancient villagers, bound to Midgardr by cruel sorcery.
 

Voadam

Legend
Jungle Tomb of the Mummy Bride
5e
Mazaliztli, The Mummy Bride, Bride of the Terrible Ones, Undead Mummy, Murderous Mayan Mummy Mama: One peeling fresco depicts the Mummy Bride being dragged by an evil-looking, jet black, six-armed figure into an ominous looking, skull-faced cave, only to emerge swathed in funerary wrappings and wearing a gilded feathered skull-like headdress of gold.
Pygmy Juju Zombie, Pygmy Zombie: ?
Shambling Parasitic SOB: ?
Swarm of Crawling Claws: These re-animated hands were taken from sacrificial victims and offered up to the evil gods of the pyramid.
Swarm of Undead Hornets, Undead Swarm of Hornets: When the swarm shambler dies, it explodes in a burst of putrid flesh and gore, unleashing a swarm of undead hornets in the same space that the swarm shambler occupied.
Swarm of Undead Piranhas, Undead Piranha Swarm, Undead Piranhas: Piranhas once filled the pit’s depths, placed there for the amusement of the priests, though over time these tiny deadly creatures have turned to undeath to please their insatiable hunger, becoming an undead piranha swarm.
Zombie Swarm Shambler: These terrifying zombies have been specifically crafted and rendered airtight to hold an additional deadly element inside them – a swarm of undead hornets (see Monster Appendix) surrounded by poison gas!
Undead: ?
Undead Inhabitant: ?
Unintelligent Undead: ?
Umjuubu, Severed Undead Mummified Head: ?
Ghast: ?
Ghost: ?
Wispy Ghost: ?
Whispering Ghostly Spirit of Long-Dead but Wise Coatl, Vaporous Winged Serpentine Apparition, Spirit of the Long-Dead Coatl: ?
Ghoul: Crouching about, gnawing on split, cracked bones and scuttling around on the floor looking for ragged scraps of flesh are 2d6 ghouls. Formerly, these undead creatures were local savages that got too close to the pyramid and paid for it with their lives, tainted and transformed by its twisted, unholy energies.
Terrible Guardian: ?
Tomb-Guardian: ?
Unholy Guardian: ?
Mummified Frog Head: ?
Mummy: ?
Shadow: These are the tortured souls of the thousands sacrificed in the pyramid.
Animated Skeleton: ?
Restless Spirit of the Damned: Once every thirty years, the sun is fully eclipsed and during that time the restless spirits of the damned come forth as the mystical walls between the lands of the living and the realm of the dead are worn thin.
Restless Spirit: ?
Spirit: ?
Tortured Spirit: ?
Wight: ?
Huxtocol, Skeletal Mummified Remains: ?
Naztolac, Skeletal Mummified Remains: ?
Wraith: ?
Tsantsa Zombie: ?
Zombie Fake Mummy: ?
Zombie, Normal Slow-Moving Zombie: ?
Ticked-Off Zombie: ?
Half Zombie: ?
Disheveled Badly-Decayed Zombie: ?
Normal Emaciated Zombie: ?
Dirty Zombie: ?
Animated Zombie: Just as its name would imply, this is an earthen pit filled with animated zombies, created both by the evil taint that flows from the pyramid and by the cruel witch woman shaman of the village.
Zombie Covered With Corpsewalker Mold, Corpsewalker Zombie: If a creature dies from this [corpsewalker infection] disease, it will reanimate as a zombie covered in corpsewalker mold within 1 hour.
Terrifying Zombie: ?
 
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