Treasury of the Pharoahs (5E)
5e Undead, Undead Creature: ? Unintelligent Undead: ? Undead That Is Not Mindless: ? Mindless Undead: ? Mummy Guardian: ? Mummy: Disemboweling Sickle magic item. Zombie: Blade of the Black Desert magic item.
Weapon (sickle), rare (requires attunement)
The preferred tool of mummification specialists, this +1 sickle is inlaid in copper and covered with hieroglyphic depictions of ritual preparation of the dead.
Once per week, a disemboweling sickle can be used as an additional focus for casting create undead, allowing the you to animate a corpse as a mummy (as described in the 5E SRD.)
BLADE OF THE BLACK DESERT
Weapon (dagger), very rare
This obsidian +2 dagger is made of blackened flint graven with symbols of blackest evil. As an action, you can cause the weapon to grow a haft, allowing it to be wielded as a +2 spear or +2 pike. Evil creatures wielding a blade of the black desert gain a +2 bonus on Charisma checks with daemons.
When you score a critical hit, you can choose to inflict the target with a powerful curse called the embrace of Set (DC 15 Wisdom negates; see sidebar). If the target fails its save, the blade is destroyed after imparting the curse.
Embrace of Set
Type curse; Save Wisdom DC 15;
Effect The target of this curse only receives half-healing from magical healing. A target that dies while affected by this curse rises 1 round later as a zombie, as described in the Monster Manual.
Wondrous item, legendary (requires attunement)
This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. The bugle has 5 charges, and you can use an action to create one of the following effects:
• You may expend 1 charge as part of a Bardic Inspiration performance in combat, granting the subject of your performance one extra Bardic Inspiration die.
• You can expend 1 charge to blast a note on the bugle and turn the ground in a 30-foot cone-shaped spread to become muddy and soft. Creatures passing through this mud must make Dexterity saves (DC 15) or become stuck, requiring an action to free themselves. This mud is bitter cold, and creatures starting their turn in it must make Constitution saves (DC 15, or DC 18 if prone) or take 1d4 points of cold damage and suffer a level of exhaustion. Additional failed saves inflict damage, but not additional levels of exhaustion. Terrain affected in this way returns to normal after 1 minute.
• You can expend 3 charges to sound a mournful note with the bugle to animate corpses within 60 feet of the horn and no more than two feet underground that come under your control, as animate dead, to a maximum of 12 creatures. These zombies fall into rank behind you and can only obey commands to attack, halt, or march, ignoring all other orders. They remain active until the end of your next long rest, at which time you may sound the horn again to keep them animated. These zombies are covered in frozen mud and have resistance to fire damage.
Trilemma Adventures Bestiary 5e
5e Bog Strangler: Bog stranglers haunt the swamps, bogs, and moorland pools between villages. They live out an illusion of their lives from long ago, poor gatherers, charcoal burners, and fishers. The great working of the Martoi let them live as they did thousands of years ago, but only as reflections in still water. Crawling Ghost: The most terrifying of the Martoi are the crawling ghosts, victims of their most powerful curses. Crawling Ghost, Most Terrifying of the Martoi: ? Undead: ? Crypt Servant: A crypt servant is a mummified husk, bound by magic to serve a monastic order in death. Crypt Servant, Mummified Husk: ? Hungry Spirit: The anxious, frantic spirits that never joined an ancestral host are too faint to manifest as wraiths individually, but collectively they can be very dangerous. They linger in cursed places, as the result of human sacrifices, battles, or at the sites of villages lost en masse to the strange weapons of the Martoi. Hungry Spirit, Anxious Frantic Spirit: ? Martoi Knight: ? Martoi Knight, Spectral Horror: ? Martoi Lady of Memory: ? Martoi Lady of Memory, Wraith: ? Martoi: Rather than go down into the earth with the dead when their time had come, the Martoi people chose to haunt the world, to live on in illusion. Martoi, Incorporeal Wraith: ? Martoi Serf, Martoi Villager: ? Martoi Serf, Spectral Dead: ? Vampire: Vampires are wraiths who have acquired a taste for the blood of the living. Vampire, Wraith, Dead That Prey on the Living: ? Most Desperate Vampire: ? Wraith: When the fortunate die, they join with an ancestral host to solemnly watch over the living. Some are unwilling or unable to join, or are rejected by the ancestors—the very selfish or hateful, whose spirits are bent by self-interest. Others have minds filled with alien rituals or corrupted by wizard flowers, and cannot meld their whispering voices with the ancestors.
Most of these dissipate in grief or wander off to be caught by demons. The strongest willed, however, go on as wraiths.
Trillium: City Of Enchantment
5e Undead: ? Ghast, Horrible Ghast: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead. Skeleton: The legate devil Slogmorph the Urbane (taking the form of Lord Remly Stafford) is the agent responsible for destroying the De Vesci family. Having stolen their fortune and driven the family from Trillium, Slogmorph decided to make their humiliation complete—and to make things complicated for the other families dividing up the De Vesci assets. He entered the crypt and used ritual magic to raise the De Vesci ancestors as undead.
TRUDVANG ADVENTURES 5E: Hero Companion
5e Undead, Undead Creature: ? Powerful Undead: ? Undead Servant: ? Uncontrolled Undead: If your concentration [for the conjure wight spell] is broken, the undead doesn’t disappear. Instead, you lose control of the undead, it becomes hostile toward you and your companions, and it might attack. Diser: ? Draugr: ? Ghost: ? Salhele, Undead Slave:Animate Undead spell. Salhele: ? Barrow Wight: ? Wight: ?
3rd level Necromancy (ritual)
✦ Casting Time: 1 action
✦ Range: 10 feet
✦ Components: V, S, M (a drop of blood, a piece of flesh and a pinch of bone dust)
✦ Duration: Instantaneous
You create a bond between Dimhall and a dead body or a skeleton, which results in the conjuring of an undead slave from those remains. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a sálhele. (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command for each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
TRUDVANG ADVENTURES 5E: Setting Companion
5e Barrow Wight: There are many beings of the mist in Trudvang and perhaps there are few as terrible as the barrow wights. Each such undead have their own barrow and are awakened to unlife because of its longing for something or someone that is in the dead one’s tomb. In some barrow there can be more than one barrow wight.
Only Humans and Elves can become barrow wights. Most barrow wights come alive shortly after the burial and maintain much of their appearance from life. However, their black eyeholes glow with eerie and strange bonewhite light when the sun has set. Barrow Wight, Being of the Mist: ? Dark Dweller: The dark dweller is a horrid undead creature that is awakened through sacrifice. From the blood that pours down into the ground, a beast is created that consists of everything that lies in the earth. Normally this includes branches, earth, bone parts, and other things that have ended up in the ground beneath a sacrificial place, but there are also dark dwellers made from half-rotting corpses and sacrificial logs. It is easier to awaken new dark dwellers in places where one has been awakened previously. The more blood that has been spilled in the ground, the greater the dark dweller will be. It is not unusual for several dark dwellers to be awakened if the blood has flowed in great amounts and the ground is rich with components. Dark Dweller, Horrid Undead Creature: ? Draugr: The draugr is an undead creature that is driven by vengeance and hatred. Because of this great hatred, it has managed to tame the bonds of death and thus remain in the place where it died.
If you die while in this state [becoming insubstantial from consuming a gatebloom potion], you return as a draugr. Salhele: Why or how these undead come to being is hard to tell, perhaps these are creatures created by dark vitner or beings that are trapped in Dimhall. Salhele, Skeleton: ? Undead, Undead Creature: Beings of the mist or undead were once living creatures, but by some darkhwitalja they have been brought to unlife.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not an honorable act, and only ill-willed casters use such spells frequently. Skeleton: ? Diser: ? Ghost: ? Spirit: ?
TRUDVANG ADVENTURES 5E: Wildheart
5e Undead: ? Bloodwurm, Terrible Undead Monster: ? Dragon Cultist Wraith, Incorporeal Creature, Ghastly Large Shape: ? Eyleeg, Diser, Ghost, Little Girl: ? Skeleton Warrior: ? Salhele, Skeleton-Like Cadaver: ? Wight: ? The Farm Wight, Benevolent Draugr, Ghost: Here lives the farm wight. A hundred years ago, he came to the forest as an herbalist and collector of plants and animals. Soon he discovered that the forest had devoured his soul, but he settled into the situation. The forest had all that he wanted.
In the glade at the end of the stairs, the farm wight made a formidable but small garden that keeps him here to this day, in spite of his death years ago. Barrow Wight: ? Drej Blackfire, The Warrior of Death, Barrow Wight, Guardian: ? Dark Dweller: ? Giant Dark Dweller: ? Draugr: ? Wildheart Personified, Man, Ghost Effect: ?
Two Page Mini Delve - The Pale Reaver
5e Ghost Ship: Very near the beginning of time, long before man or even dwarves were created, the elves tried to create a god in their own image. The attempt backfired horrifically; the result of their experimentation was a malformed mass of evil and chaos and darkness that threatened to devour the universe. Just in time, however, a group of elven wizards managed to permanently imprison the god-thing's essence in a statuette. This was the best the elves could do – they could not destroy the god-ish being they had created, so they settled on imprisoning it.
25 millennia passed, and rumor of the powerful statuette made its way to the ears of a warlord, who aimed to harness the statue’s power for his own ends. He sent five ships in search of this idol - four were unsuccessful, but one never returned.
The fifth ship, The Pale Reaver, did indeed find the statuette, but its influence corrupted the crew and drove them insane before it could be delivered to the warlord. Such was the horror aboard that ship and such is the power of the statue that the ship and its crew are now doomed to sail for eternity as a ghost ship.
8-Bit Fantasy: Fungal Kingdom Adventures
5e Scaredy Ghost, Traditional Scaredy Ghost: ? Scaredy Ghost, Bizarrely Round Spirit, Strange Ghost-Like Creature, Well-Known Menace, Generally Cautious Spirit, Ghostly Creature: ? Variant Scaredy Ghost: ? Aggressive Scaredy Ghost: ? Giant Scaredy Ghost: ? Undead Turtle: The origins of these creatures is shrouded in mystery, but the common story is that they were created by the Turtle King himself to allow him access to what he assumed had to be vast treasure troves hidden in the various haunted mansions of the Fungal Kingdom.
At first the Turtle King was frustrated at the ease with which the unquiet spirits of the Fungal Kingdom rebuffed his attempts to explore the old and decrepit houses that dotted the landscape, casting out his Turtle Legion and preventing access to what must be the best treasures and resources. To combat this, he delved into some necromancy of his own, creating the nigh-indestructible undead soldiers that serve him today. With his new skeletal servitors at his disposal he quickly explored these haunted sites, learning that they held little of interest.
It can be created by an animate dead spell cast with a 6th level spell slot, and only if the subject was originally a turtle soldier. Undead Turtle, Skeletal Remains of a Turtle the Size of a Pony, Shambling Servitor, Nigh-Indestructible Undead Soldier, Skeletal Servitor: ? Unquiet Spirit: ? Undead, Undead Creature: ? Ghost of a Servant Murdered Where They Stood: ? Scaredy Ghost, Little Round Translucent Creature: ?
Celawyn's Guide to Wilderness and Fey
5e Undead: ? Banshee: You never see banshees as part of the standard necromancer retinue alongside skeletons, mummies, and vampires, the means by which someone becomes specifically a banshee rather than an ordinary ghost is different in every edition, and the latest fluff suggests a bizarrely cruel cosmic order wherein beautiful elves are required to use their body to benefit others under penalty of being cursed forever with tormented undeath, and apparently everyone is okay with this and nobody considers this terrible curse to be a problem that high-level heroes might want to solve. Ordinary Ghost: ? Mummy: ? Skeleton: ? Vampire: ?
Cities of Sundara: Moüd (5E)
5e Undead Escort: ? Wandering Undead: ? Undead, Undead Creature: ? Spontaneous Undead: ? Undead Servant: ? Corporeal Undead: ? Risen Dead: The lich had planned to hold the breach as long as he could while attempting to find some way to turn the erupting power back on itself to seal the tear. Time was no longer a concern for him, but as the years went by, he found that it was very much a concern for the world around him. The energies of the breach were killing the land and everything in it, making it impossible to sustain life; they were also raising corpses left in the vaults of the city. Undead Worker: ? Undead Musician: ? Undead Hauler: ? Particularly Powerful Undead: ? Undead Who Can Sap the Strength From the Living: ? Aban Suir, The Undying Prince, Lich, Undead Skeletal Thing, Lich King: Aban Suir was one of the most accomplished of the wizard kings of Moüd, with an indomitable will that led him to master the arcane arts as well as the political and philosophical divisions among the ancient court. Highly respected among the other practitioners of the noted city, he was the one who led the ritual to pierce the veil between the worlds, and to open a well into the Prim; the realm where the raw power of magic was drawn from. Something went wrong, however, and the well they formed was unstable. Worse, the combined power of those involved in the rite was not enough to close the gap once they’d managed to open it. Reality was tearing all around them, and there was no telling what damage the breach would do if it was not contained.
Someone would have to stay behind to hold the breach while the city evacuated, and the others closed the wards. It would have to be someone strong enough to hold out against the tide of magic, in order to buy the others time. Aban Suir placed the Horned Crown upon his brow, seated himself in the great throne that sat before the breach, and bid the others to leave him. To seal this place, and ensure that no one returned.
The courtiers did as their king bid, and sealed him in the subterranean throne room. Moüd was evacuated within hours, the people running through the grassy hills and fleeing along the roads as the remaining wizards and sorcerers wove and empowered the protections across the length and breadth of the city. Their final ward was laid across the very walls of Moüd to contain the energies flowing out of the hole they’d burrowed into the realm beyond in an attempt to siphon its power for themselves.
Aban Suir knew that no matter how strong his mind, or how iron his will, no living person could hope to hold back the tide of power. It would destroy him utterly, and once he was gone it would crash against the wards. Sooner or later, he knew they would also crack, and the breach would grow. To maintain his vigil, he focused and channeled the energy flowing out of the Prim, and used it to alter himself. His body became an undead, skeletal thing, covered in tattered, leathery skin. Wisps of hair clung to his scalp beneath the ivory crown, but he anchored his soul to the ancient throne beneath him. Freed from mortal concerns, Aban Suir held the breach as a lich who would come to be known in myth and legend as the Undying Prince. Skeletal Elephant: ? Skeleton: ? Silent Gardener: ? Skeletal Beast: ? Intimidating Skeletal Champion: ? Clattering Shuffling Skeletal Minion: ? Clattering Skeleton: ? Shambling Zombie: ?