Undead Origins

Voadam

Legend
Forgotten Realms Dragons of Faerun
3.5
Spectral Creature: “Spectral creature” is an acquired template that can be added to any aberration, animal, dragon, giant, magical beast, or monstrous humanoid with a Charisma score of at least 8.
Any aberration, animal, dragon, giant, humanoid, magical beast, or monstrous humanoid slain by a spectral creature rises as a spectral creature under the command of its killer in 1d4 rounds.
Spectral Spitting Felldrake: ?
Aghazstamn, Wyrm Blue Diembodied Dracolich: ?
Alasklerbanbastos, “The Greay Bone Wyrm”, the Great Bone Wyrm of Dragonback Mountain, Great Wyrm Blue Dracolich: Alasklerbanbastos is literally just the skeleton of a great wyrm blue dragon animated by a fell intelligence that clings to existence with fierce intensity.
After Tchazzar’s apparent ascension to godhood in the Year of the Dracorage (1018 DR), Alasklerbanbastos turned to the nascent Dragon Cult cell in Mourktar in a desperate bid for additional power and underwent the transformation ritual to become a dracolich shortly thereafter.
Alglaudyx, Wyrm Black Dracolich: ?
Arkhelthingril, “Ice”, Old White Dracolich: ?
Arlauthra Manytalons, Wyrm Black Dracolich: ?
Aurgloroasa, The Sibilant Shade, First Whisperer, Wyrm Shadow Dracolich: ?
Azarvilandral, “Shard”, Old Blue Dracolich: ?
Azurphax, Adult Green Dracolich: ?
Calathanorgoth, “The Old One”, Black Wyrm Dracolich: In the Year of the Immortals (1037 DR), Calathanorgoth transformed himself into a dracolich with the aid of the Cult, who hoped to subsume the magical might of House Orogoth.
Canthraxis, Adult Blue Dracolich: ?
Capnolithyl, “Brimstone”, Vampiric Advanced 36 HD Smoke Drake Dragon Sorcerer 10: ?
Chardansearavitriol, “Ebondeath”, Very Old Black Disembodied Dracolich: ?
Crimdrac, Ancient Red Dracolich: ?
Daurgothoth, “The Creeping Doom”, First Reader, Great Wyrm Black Dracolich Wizard 20, Archmage 5: ?
Dretchroyaster, “The Monarch Reborn”, Wyrm Green Dracolich: ?
Eboanaflimoth, “Ebonflame”, Adult Red Dracolich: ?
Garrathmaw, “Insyzor”, “Incisor”, Very Old Fang Dracolich: ?
Ghaulantatra, Old Mother Wyrm, Ghostly Great Wyrm White Dragon: Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.
Goarulskul, “the Black”, Wyrm Black Dracolich: ?
Gotha, Ancient Red Dracolich: ?
Greshrukk, “Red Eye”, Old Red Disembodied Dracolich: ?
Halatathlaer, Ghostly Ancient Copper Dragon: ?
Hethcypressarvil, “Cypress the Black”, Wyrm Black Dracolich: ?
Iltharagh, “Golden Night”, Very Old Topaz Dracolich: ?
Ividilandyr, “Ivy Deathdealer”, Mature Adult Green Dracolich: ?
Jaxanaedegor, Very Old Green Vampiric Dragon: ?
Khalahmongre, Ancient Blue Dracolich: ?
Kistarianth, “The Red”, Ancient Red Dracolich: ?
Kryonar, Wrym White Dracolich: ?
Malygris, “The Suzerain of Anauroch”, Very Old Blue Dracolich: In the Year of the Sword (1365 DR), the Sembian cell convinced a very old blue dragon named Malygris to become a dracolich.
Mornauguth, “The Moor Dragon”, Young Adult Green Dracolich Cleric 8:
Rauglothgor, Great Wyrm Red Dracolich: ?
Sapphiraktar, “The Blue”, Wyrm Blue Dracolich: ?
Saurglyce, Mature Adult White Dracolich: ?
Shargrailer, “The Dark”, “The Sacred One”, Great Wyrm Red Disembodied Dracolich: Sammaster and his followers created their first dracolich, Shargrailer, in the Year of the Queen’s Tears (902 DR).
Shhuusshuru, “Shadow Wing”, Great Shadowing of the Far Hills, Great Wyrm Shadow Dracolich: ?
Urshula, Very Old Black Dracolich: ?
Uthagrimnoshaarl, Great Wyrm Shadow Dracolich: ?
Vesz’zt Auvryana, Vampiric Adult Drow-Dragon Rogue 6, Assassin 3: ?
Vr’tark, Mature Adult Blue Dracolich: ?
Xavarathimius, “The Everlasting Wyrm”, Great Wyrm Green Dracolich: ?
Zethrindor, Ancient White Disembodied Dracolich: ?
Sammaster, Lich: In the Year of Many Mists (1282 DR), Sammaster briefly returned as a lich, once criteria he had set into play three centuries before were finally resolved amid the ruined city of Harrowsmouth.
Thaluul, Ghost Beholder: Thaluul was the cause of her death, but in her stronger ghostly form she managed to destroy the beholder, and now they are both fettered to the lair.
White Dracolich: ?
First Interpreter, Alagshon Nathaire, Banelich Human Cleric 25, Divine Disciple 5: Before his own destruction, Sammaster secretly brought Alagshon Nathaire back from the dead as a banelich.
Sammaster brought him back from the dead in the Year of Rogue Dragons (1373 DR) as a banelich, intending to make restore him to his position as Second-Speaker.
Reveilaein Brant, Dracolich Half-Black Dragon Human Wizard 6: While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.
In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar. Fascinated by the idea of becoming immortal but aware of his human limitations, the young apprentice sought a way to transform himself into a half-dragon.
Reveilaein was aware that his master Vargo had once been a normal human but had discovered an alchemical process that turned him into a half-black dragon. The young mage concocted a scheme to steal the formula. He waited until Vargo was busy with Cult duties and ripped the page out of the mage’s notes that contained the formula. Reveilaein had the command word to bypass the wards on Vargo’s spellbook, having required it for some of his tasks as an apprentice. What he did not expect is that ripping the page also set off a ward. Vargo sensed the ripping of his spellbook and immediately transported himself back to his chambers. Reveilaein was somewhat prepared for such an eventuality. He read a scroll of teleport he had stolen from Vargo and transported himself away from the Well.
Reveilaein retreated to Arabel, where he analyzed the alchemical formula stolen from Vargo and the ritual described on the tablet. He searched out a priest of Kalzareinad, employing considerable resources to pay a diviner to locate a follower of the dark demigod. The divinations paid off, and Reveilaein located Morven Vance, a Mulan priestess of Kalzareinad. Morven was a disciple of Maldraedior (LE male great wyrm blue dragon ascendant 3) and is one of a very small number of worshipers of Kalzareinad. Tantalizing the priestess with a relic of her deity, Reveilaein convinced her to help him perform his two rituals. It occurred to him that she might seek to slay him or steal the knowledge for herself, but he was too obsessed with immortality and power to care.
Morven did indeed consider the possibility of killing the wizard or stealing the magic. In a moment of weakness, while helping him perform the ritual, she became too afraid to seize the artifact for herself. She helped Reveilaein perform the ritual to transform him into a Kaemundar.
Lacedon Ghast: ?
Gilgeam: The worshipers of Gilgeam have just suffered what might be their worst defeat. They managed to bring their deity back in an undead body, but the followers of Tiamat and their allies destroyed the god-king, ending any hope of his return.
Dracolich Slough: The magic used to create dracoliches is a powerful and wellcontrolled
secret, but it does result in occasional unforeseen consequences. As a dracolich ages and moves around its lair, it brushes up against its treasure and rock formations; it has occasional fights with dragon slayers, and almost always wins. This daily wear and tear leads to sloughing of the rotting tissue hanging on a dracolich’s massive frame. What few know is that this sloughed carrion often has a life of its own.
Dracolich slough tends to accumulate, and due to the negative energy of the magic infusing the dracolich, it gathers in small piles.
Djinni Ghost, Undead Genie: Ghazir the Deserts Edge magic item.
Frost Giant Phantasm, Frost Giant Ghost, Frost Giant Spirit: Ghazir the Deserts Edge magic item.

Spectre: Any humanoid slain by a spectral creature rises as a normal spectre under the control of its killer instead.
Dracolich, Sacred One, Night Dragon: Sammaster created his first dracolich in the Year of Queen’s Tears (902 DR), and the ranks of the Cult of the Dragon soon swelled.
While exploring the Well of Dragons, Reveilaein came across a group of ogres hauling rubble from a dig. Tossing the dirt everywhere, the ogres were mindless of what might be found in the turned soil. Their taskmaster, a Wearer of Purple named Arleanda (LE female Chondathan human cleric [Velsharoon] 6/wearer of purple 5) wasn’t particularly interested in the excavation—being a more academic type—and failed to notice a tablet amid the dirt. Reveilaein was much more alert, and he secreted away the artifact before anyone discovered it.
In between hours of monotonous work as an apprentice, Reveilaein found time to translate the writings on the tablet—an ancient artifact sacred to the draconic demigod Kalzareinad, the nefarious dragon god of dark secrets. The writings detailed a process through which a half-dragon could undergo a transformation into a dracolich known as the Kaemundar.
The magic used to create dracoliches is a powerful and well-controlled secret, but it does result in occasional unforeseen consequences.
Ghostly Dragon: ?
Vampiric Dragon: ?

Ghazir the Desert’s Edge
Employed in the conquest of the Nelanther and the taming of the Cloud Peaks, Ghazir the Desert’s Edge is a legendary weapon of the Shoon Imperium with a cursed reputation.
Lore: Characters can gain the following pieces of information about Ghazir by making Knowledge (arcana) or Knowledge (history) checks.
DC 15: In the Year of the Burnished Blade (276 DR), Qysar Shoon IV of the Shoon Imperium fashioned a uniquely powerful scimitar from the shifting sands of the Calim Desert, drawing on the trove of magical lore seized from the hoard of Rhimnasarl the Shining. Shoon IV was a necromancer, unskilled in swordplay, who crafted the weapon solely to prove it could be done. The blade (named Ghazir, or “war crescent” in Alzhedo) lay unused in the royal vaults for nearly a decade after it was forged.
DC 20: In the Year of Wasted Pride (285 DR), Qysara Shoon V formally bequeathed the scimitar to a senior ralbahr (admiral), Murabir of Memnon Faruk yn Aban el Khafar yi Memnon, as a symbol of office. Faruk had long championed the conquest and colonization of the Nelanther, as the genie-haunted isles west of Zazesspur were known, and the gift was seen as a symbol of the qysara’s favor. The ensuing naval campaign was a great success; nearly a score of rogue djinn were slain, and the gale-force winds that had long prevented the safe passage of sailing ships along the Sword Coast abated. Despite the construction of the Sea Towers of Irphong and Nemessor, the subsequent colonization efforts foundered, due to the nobles’ distaste for the constant cool winds (which many attributed to the angry spirits of the djinn) and other factors of living close to the stormy Trackless Sea. Faruk was eventually cashiered in the Year of Sundered Sails (302 DR) by the qysara’s successor, Shoon VI, and Ghazir was returned to the vaults beneath the Imperial Mount of Shoonach, where it languished for nearly three decades.
DC 30: The winter that stretched from the Year of Roused Giants (330 DR) to the Year of Cold Clashes (331 DR) was one of the coldest on record in the Shoon Imperium. The Calishar Emirates were blanketed in snow, and raiding giants emerged from the mountains to plunder isolated communities. After a large tribe of frost giants began harrying the outlying farms of Athkatla, Qysar Shoon VII dispatched a large company of soldiers to deal with the menace. Ghazir was loaned to the troops’ colonel, Balak Muham yn Daud el Talhib, who used Desert’s Edge to dispatch dozens of northern behemoths.
Although Muham was hailed as a hero upon his return to Shoonach, Ghazir’s reputation was tarnished by the string of harsh winters that followed, coupled with reports that the frost giants’ spirits continued to haunt the Cloud Peaks. Rumors suggested that the weapon was in some manner cursed, and that the souls of its victims remained tethered to this world where they continued to harass the living. It was deemed politically expedient by Shoon VII’s viziers to return Ghazir to the royal vaults, where it lay untouched until the fall of the Imperium. In the Year of the Corrie Fist (450 DR), Iryklathagra seized Ghazir along with many other treasures as she plundered Shoonach, and Desert’s Edge has lain untouched in her hoard ever since.
Description: Ghazir is a great scimitar nearly 5 feet in length from tip to pommel. The glassteel blade is fashioned from the crystalline sand left in the wake of Memnon’s Crackle, a shifting region of intense heat in the Calim Desert. A curving line of fire endlessly dances within the heart of the blade. The scimitar’s smoothly polished basket and hilt are carved from the talon of a long-dead blue wyrm and engraved with magic runes encircling the sigil of Shoon IV.
Effect: Ghazir is a +2 elemental bane flaming scimitar. The weapon also absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell). Once per day, the bearer can use air walk.
Finally, one curious power of Ghazir creates lingering phantoms of every creature it fells. Such ghosts are tied only to the general geographic region in which they are slain and are left with only the power to manifest themselves in two different forms (though not both concurrently). The dead victims can manifest as either visual phantoms or as natural or elemental phenomena somehow linked to their mortal lives. Although this power is little understood, it seems to have created djinni ghosts capable of manifesting as winds throughout the Nelanther and frost giant phantoms capable of manifesting as regions of bitter cold and snow in the Cloud Peaks.
Consequences: Ghazir has a fell reputation, even today, although most folk who do not understand Alzhedo think it the name of an efreeti bound into to the form of a blade. Merchants regularly curse Desert’s Edge when making a treacherous passage through the blizzard-prone Fang Pass or the fierce gales that buffet Asavir’s Channel. Should Ghazir resurface in Amn or Tethyr after being removed from Iryklathagra’s hoard, tales of vengeful frost giant ghosts and tormented undead genies will once again spread through the Nelanther and along the Sword Coast. Moreover, such rumors might be rooted in fact, for the coast of Amn and northern Tethyr will suffer increasingly fierce gales and harsh winters in the years following Ghazir’s reappearance, as each additional phantom created by the blade incites all previous phantoms to employ their remaining magical powers to the greatest effect possible. Moreover, should Desert’s Edge be used to slay other beings, tales might spread of their spirits plaguing the region as well.
The leaders of Amn and Tethyr will be forced by public opinion to seek custody of the scimitar, but the white wyrm who lairs atop Mount Speartop (Icehauptannarthanyx) will move quickly to claim Ghazir for his own hoard. He fears that the Cloud Peaks climate will grow noticeably warmer if the frost giant spirits are somehow laid to rest by destroying the scimitar. Having bargained unsuccessfully with Iryklathagra for centuries to acquire Desert’s Edge, Icehauptannarthanyx will be quick to take advantage of the opportunity afforded by a band of adventurers who acquire the scimitar.
Overwhelming conjuration; CL 20th.
 
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Voadam

Legend
Player's Handbook II
3.5
Tanneth Silverwright, Vampire Fallen Paladin: ?
Undead: Necrotic Cradle.
Sashess, Half-Elf Vampire Monk: The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires. One of these vampires, a half-elf monk named Sashess, is rumored to haunt the lands around the Necrotic Cradle still.
Raptor-Pharaoh mummy: ?
Displacer Beast Skeleton: ?
Sorcerer Wraith: ?
Vampire Halfling: ?

Vampire: The former vampire was refused atonement because he would not return to the Necrotic Cradle and fight his old companions, who had refused rebirth after he had turned them into vampires.
For example, a warforged fighter (a living construct from the EBERRON campaign setting) can’t become a vampire, since that template can be applied only to humanoids and monstrous humanoids.
Devourer: ?
Dread Wraith: The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.
Nighwing: ?
Human Vampire Fighter 5: The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.
Half-Elf Vampire Monk 9, Shadowdancer 4: The vampires and dread wraiths are all that remain of Tanneth Silverwright’s companions.
Lich: They wish to enter the Necrotic Cradle to transform themselves into liches so that they need not fear sunlight, but they haven’t yet been able to get past the guardian.
Ghost: ?
Demilich: ?
Mummy: ?
Shadow: ?
Vecna: ?
Wight: ?

The Necrotic Cradle: Character rebuilds that relate to necromancy (both undeath and aspects of the physical body) seem particularly appropriate for the Necrotic Cradle. This location might allow any or all of the following rebuilds: return an undead character to life, exchange life for undeath at the cost of an appropriate number of character levels, change ability scores, or exchange class levels or prestige class levels for necromancy-themed class levels or prestige class levels.
Certain places of power allow those with mettle to change themselves in strange and wondrous ways. Rumor holds that in some such places, a person can ignore the plans of the gods and even change his race.
Because the Necrotic Cradle is a place where life and death meet and mix, great changes can be wrought there.
 
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Voadam

Legend
Spell Compendium
3.5
Dog Skeleton: ?
Orc Skeleton: ?
Zombie Fighter: ?
Zombie Warhorse: ?
Incorporeal Undead: ?
Corporeal Undead: ?

Undead: Kiss of the Vampire spell.
Vampire: ?
Bodak: Bodak's Glare spell.
Skeleton: Plague of Undead spell.
Zombie: Plague of Undead spell.
Ghoul: The subject of a spawn screen spell does not rise as an undead spawn should it perish from an undead’s attack that normally would turn it into a spawn, such as from the bite of a ghoul (MM 118).
Field of Ghouls spell.
Ghoul Gauntlet spell.
Wight: ?
Human Warrior Skeleton: Skeletal Guard spell.
Kobold Zombie: ?
Owlbear Skeleton: ?
Bugbear Zombie: ?
Troll Skeleton: ?
Ogre Zombie: ?
Allip: ?
Ghast: ?
Wyvern Zombie: ?
Mummy: ?
Shadow: ?
Vampire Spawn: ?
Devourer: ?
Mohrg: ?
Nightshade: ?
Wraith: ?
Spectre: ?
Lich: ?

BODAK’S GLARE
Necromancy [Death, Evil]
Level: Abyss 8, Cleric 8
Components: V, S, F
Casting Time: 1 standard action
Range: 30 ft.
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You invoke the powers of deep darkness and your eyes vanish, looking like holes in the universe itself.
Upon completion of the spell, you target a creature within range that can see you. That creature dies instantly unless it succeeds on a Fortitude save. The target need not meet your gaze.
If you slay a humanoid creature with this attack, 24 hours later it transforms into a bodak (MM 28) unless it has been resurrected in the meantime. The bodak is not under your command, but can be controlled as normal with a rebuke undead check.
Focus: A black onyx gem worth at least 500 gp.

FIELD OF GHOULS
Necromancy [Death, Evil]
Level: Hunger 7
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: 30-ft.-radius emanation
centered on you
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Wrenching life from their bodies with your magic, your foes’ remains stir and rise as ghouls under your control.
Humanoid creatures in the area with –1 to –9 hit points that fail their saving throws die and immediately rise as ghouls (MM 118) under your control. You choose whether the ghouls follow you, or whether they can remain where formed and attack any creature (or just a specific kind of creature) the ghouls notice. The ghouls remain until they are destroyed.
The ghouls that you create remain under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Creatures that fall to –1 hit points or fewer in the area after the spell is cast are likewise subject to its effect and rise as ghouls on your next turn.
No creature can be affected by this spell more than once per round, regardless of the number of times that the area of the spell passes over it. This spell does not affect creatures that are already dead, or creatures that are killed by reducing their hit points to –10.

GHOUL GAUNTLET
Necromancy [Death, Evil]
Level: Hunger 5, sorcerer/wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One living humanoid creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul.
The subject takes 3d6 points of damage per round while its body slowly dies and its flesh is transformed into the cold, undying flesh of the undead. When the victim reaches 0 hit points, it becomes a ghoul (MM 118).
If the target fails its initial saving throw, remove disease, dispel magic, heal, limited wish, miracle, Mordenkainen’s disjunction, remove curse, wish, or greater restoration negates the gradual change. Healing spells can temporarily prolong the process by increasing the victim’s hit points, but the transformation continues unabated.
The ghoul that you create remains under your control indefinitely. No matter how many ghouls you generate with this spell, however, you can control only 4 HD worth of undead creatures per caster level (this includes undead from all sources under your control). If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled (you choose which creatures are released). If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.

KISS OF THE VAMPIRE
Necromancy
Level: Sorcerer/wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Drawing upon the powers of unlife, you give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes.
You gain damage reduction 10/magic, and you can use any one of the following abilities each round as a standard action.
• enervation, as a melee touch attack
• vampiric touch, as a melee touch attack
• charm person
• gaseous form (self only)
While you are using this spell, inflict spells heal you and cure spells hurt you. You are treated as if you were undead for the purpose of all spells and effects. A successful turn (or rebuke) attempt against an undead of your Hit Dice requires you to make a Will saving throw (DC 10 + turning character’s Cha modifier) or be panicked (or cowering) for 10 rounds. A turn attempt that would destroy (or command) undead of your Hit Dice requires you to make a Will save (DC 15 + turning character’s Cha modifier) or be stunned (or charmed as by charm monster) for 10 rounds.
Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.
Material Component: A black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face.

PLAGUE OF UNDEAD
Necromancy [Evil]
Level: Cleric 9, sorcerer/wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more
corpses within range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Unleashing a cold rush of necromantic energy, you cause a host of undead to rise from the bodies of the fallen.
This spell turns the bones or bodies of dead creatures into undead skeletons (MM 225) or zombies (MM 265) with maximum hit points for their Hit Dice. If you can control them, these undead follow your spoken commands. The undead remain animated until destroyed (a destroyed skeleton or zombie can’t be animated again).
Regardless of the specific numbers or kinds of undead created with this spell, you can’t create more HD of undead with this spell than four times your caster level with a single casting of plague of undead.
The undead you create remain under your control indefinitely. No matter how many times you use this spell or animate dead (PH 198), however, you can control only 4 HD worth of undead creatures per caster level. The limit imposed by this spell and the animate dead spell are the same, meaning that creatures you animate with either spell count against this limit. If you exceed this number, all the newly created creatures fall under your control and any excess undead from previous castings of this spell or animate dead become uncontrolled. Any time you must release part of the undead that you control because of this spell or animate dead, you choose which undead are released until the total HD of undead you control is equal to four times your caster level.
The bones and bodies required for this spell follow the same restrictions as animate dead.
Material Component: A black sapphire worth 100 gp or several black sapphires with a total value of 100 gp.

SKELETAL GUARD
Necromancy [Evil]
Level: Sorcerer/wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One or more fingerbones
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Shaking the fingerbones in your hand like dice, you coat them in shadowy energy. As you cast them to the ground to complete the spell, animate skeletons spring up where you threw the bones.
You create a number of loyal skeletons from fingerbones. Treat all skeletons as human warrior skeletons (MM 226), except that each one has turn resistance equal to your caster level – 1. You can create one skeleton per caster level. These skeletons count toward the number of Hit Dice of undead you can have in your control (4 HD per caster level, as with animate dead).
Material Component: One finger bone from a humanoid and one onyx gem worth 50 gp per skeleton to be created.
 
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Voadam

Legend
Second Edition Pathfinder Bestiary
Pathfinder 2e
Undead, Undead Creature, Living Dead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Banshee, Furious Tormented Soul of an Elf Bound to the Material Plane by a Betrayal That Defined the Final Hours of Their Life: Banshees are the furious, tormented souls of elves bound to the Material Plane by a betrayal that defined the final hours of their lives. Some banshees arise from elves who were slain by trusted friends and allies, or whose loved ones betrayed them on their deathbeds. Others spawn from elves whose treacherous deeds shortly before their deaths left a stain upon their souls.
The banshee represents one of the most tragic of undead, a soul so wracked with agony and fury over a betrayal in life that, in death, it lingers on as a great evil. That most of those who become banshees were not evil in life only deepens this tragic theme, and many elven adventurers see it as their duty not only to put banshees to rest, but to right the wrong that saw their creation in the first place.
Undead Larger Giant Bat: Even larger species dwell in the deeper regions of the Darklands, where they are often used as mounts, or even ritualistically slaughtered and then animated as specialized undead guardians of eerie underground cities and nations.
Undead Cyclops: ?
Sinister Undead Ravener: ?
Dullahan: A dullahan manifests when a particularly violent warrior is beheaded and the warrior’s soul stubbornly clings to material existence (or is refused entry to the afterlife).
Ghost: When some mortals die through tragic circumstances or without closure, they can linger on in the world. These anguished souls haunt a locale significant to them in life, constantly trying to right their perceived wrong or wrongdoings.
As they are remnants of a past life and retain their intelligence, ghosts can convey long-lost information or serve as a way to inform the PCs of crucial story elements.
Lost souls that haunt the world as incorporeal undead are called ghosts.
Ghost Commoner: The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal.
Ghost Mage: A wizard who died with a major project left undone might become a ghost mage, constantly seeking to finish its task in undeath.
Ghoul: Legend holds that the first humanoid (an elf, as it so happened) to feed upon the flesh of his brother rose as a ghoul after death, in time embracing his new life and ascending to great power as a demon lord of ghouls, graves, and secrets kept by the dead.
Ghoul Fever disease.
Ghast: Ghast Fever disease.
Graveknight: Graveknights are undead warriors granted unlife by a cursed suit of armor.
Betrayed Revivication Graveknight: The graveknight died after being deeply betrayed.
Most Infamous Graveknight, Lictor Shokneir: Once the Hellknight leader of the notorious Order of the Crux, Lictor Shokneir was disgraced when he refused a royal order to disband his army of butchers. The other Hellknights surrounded him and razed his castle, Citadel Gheisteno, to the ground. However, Shokneir’s determination sustains his now-undead form, and he and his undead legions have rebuilt the citadel in all its haunting glory.
Most Infamous Graveknight, The Black Prince: ?
Grim Reaper: The Grim Reaper is the unflinching personification of death.
The Grim Reaper serves as something of a manifestation of Abaddon itself, and in this regard is believed by some to be an incarnation of the mysterious First Horseman.
Lesser Death: No one is quite sure what lesser deaths are, though some claim that they are avatars of the grim reaper.
More often than not, they manifest from cursed magic items.
Lich, Ordinary Lich: To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich.
A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells).
The exact ritual, ingredients for deadly concoctions, and magical conditions required to become a lich are unique and different for every living creature. Understanding a spellcaster’s path to lichdom can help, but is no guarantee of success for others.
Demilich: Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich’s body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Negative energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.
Mummy, Undead Mummy: While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.
A mummy is an undead creature created from a preserved corpse.
Mummy Guardian: The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it’s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it’s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead—the pain and agony of death by mummification being an essential step in the process.
While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler.
Mummy Pharaoh: While mummy guardians are undead crafted from the corpses of sacrificed—usually unwilling victims—and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities—the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh.
Poltergeist: When a creature dies, and for whatever reason its spirit is unable or unwilling to leave the site of its death, that spirit may manifest as a poltergeist: a restless invisible spirit that is still able to manipulate physical objects. Many poltergeists perished in a way that resulted from or has led to extreme emotional trauma.
One of the most common ways for a poltergeist to form is when its burial site is desecrated by the construction of a dwelling. This is usually an accident, but some evil creatures seek out such burial sites, intentionally creating poltergeists to serve as guardians.
Shadow: If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full-fledged, autonomous shadow.
Shadow Spawn: When a creature’s shadow is pulled free by a shadow's Steal Shadow power, it becomes a shadow spawn under the command of the shadow that created it.
Greater Shadow: Shadows that spend long amounts of time on the Shadow Plane and absorb its magic become greater shadows.
Skeleton, Animated Undead Skeleton: Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.
This undead is made by animating a dead creature’s skeleton with negative energy.
Skeleton Guard: ?
Skeletal Champion: Whenever a creature dies within 60 feet of a skulltaker, the skulltaker draws a portion of the creature’s bones into its shard storm. The creature must succeed at a DC 40 Will save or rise as a skeletal champion in 1d4 rounds.
Skeletal Horse: ?
Skeletal Giant: The reanimated bones of giants make excellent necromantic thralls.
Skeletal Hulk: ?
Skulltaker, Saxra: Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end.
Vampire, True Vampire, Common Traditional Vampire, Moroi: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights.
Because vampires can inflict their nature upon any creature whose blood they drink, practically any living monster can become one of these undead horrors.
Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal—although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to “life” as a vampire.
Vampire Spawn Rogue: ?
Vampire Count: ?
Vampire Mastermind: ?
Warsworn: A warsworn is an animate mass of corpses composed of dozens, sometimes even hundreds, of victims of battle. They are formed by deities of undeath or war or, rarely, spontaneously manifest from the devastation of an especially horrendous battle.
Flamesworn: Flamesworn rise from large crowds killed by fire.
Plagueborn: Plagueborn rise when entire townships or even cities perish to disease.
Wight, Full-Fledged Autonomous Wight: They arise as a result of necromantic rituals, especially violent deaths, or the sheer malevolent will of the deceased.
A single wight can wreak a lot of havoc if it is compelled to rise from its tomb. Because creatures slain by wights become wights as well, all it takes is a single wight and a handful of unlucky graveyard visitors to create a veritable horde of these undead.
If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.
Frost Wight: Frost wights, for instances, can be found in the parts of the world where exposure is a common end.
Cairn Wight, Covetous Cairn Wight: Ritually created to eternally guard its own wealth or that of its master.
Wight Spawn: Care must be taken, though, to destroy wight spawn before attempting to destroy the parent wight, for spawn without a master gain the ability to create spawn of their own.
A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds.
Wraith, Standard Wraith, Normal Wraith, Full-Fledged Autonomous Wraith: A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness.
If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.
Dread Wraith: ?
Wraith Spawn: A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn.
Zombie: Zombies are often created using unwholesome necromantic rituals.
The zombie carries a plague that can create more of its own kind. This functions as the plague zombie’s zombie rot, except at stage 5, the victim rises as another of the zombie’s type, rather than a plague zombie.
Zombie Shambler: ?
Plague Zombie: Zombie Rot disease
Zombie Brute: Necromantic augmentations have granted this zombie increased size and power.
Zombie Hulk: These towering horrors are animated from the corpses of monstrosities.
Banshee, Most Tragic of Undead, Great Evil: ?
Undead Larger Giant Bat, Specialized Undead Guardian: ?
Undead Cyclops, One-Eyed Undead Guardian: ?
Dullahan, Headless Hunter, Undead Warrior: ?
Dullahan, Headless Undead Sailor: ?
Typical Ghost: ?
Ghost, Remnant of a Past Life, Tragic Frightening Figure, Incorporeal Undead: ?
Ghost Commoner, Ordinary Person Who Believes They Died Unjustly: ?
Ghoul, Flesh-Eating Undead, Ravenous Undead, Vile Undead Creature That Feasts on Flesh: ?
Ghast, More Powerful Kin of a Ghoul: ?
Graveknight, Undead Warrior Granted Unlife By a Cursed Suit of Armor: ?
Grim Reaper, Unflinching Personification of Death, Powerful Entity, Manifestation of Abaddon, Incarnation of the Mysterious First Horseman, Relentless Harvester of Life, Inexplicable Servant of True Entropy: ?
Lesser Death, Avatar of the Grim Reaper: ?
Lich, Truly Devious Versatile Spellcaster: ?
Mummy, Eternally Vigilant Guardian: ?
Mummy Guardian, Guardian, Foul Undead, Undead Crafted From the Corpse of a Sacrificed Victim, Lesser Undead: ?
Mummy Guardian, Inferior Undead: ?
Mummy Guardian, Undead Crafted From the Corpse of a Sacrificed Unwilling Victim: ?
Mummy Pharaoh, Deadly Undead Foe: ?
Poltergeist, Restless Invisible Spirit, Evil Force: ?
Poltergeist, Guardian: ?
Shadow, Mysterious Undead, Ideal Spy: ?
Skeleton, Most Common Type of Undead: ?
Skeleton Guard, Most Common Skeletal Minion, Mere Guardian: ?
Skeletal Horse, Mount: ?
Skeletal Giant, Reanimated Bones of a Giant, Necromantic Thrall: ?
Skeletal Hulk, Powerful Skeleton: ?
Skulltaker, Vortex of Bones, Whirling Mass of Death: ?
Skulltaker, Terrible Manifestation of the Delirium and Agony Experienced by a Doomed Climber Just Before They Met Their End: ?
Skulltaker, Terrible Manifestation of the Delirium and Agony Experienced by a Lost Trailblazer Just Before They Met Their End: ?
Vampire, Undead Creature That Feeds on the Blood of the Living, Undead Horror, Undead Creature Who Thirsts For Blood, Familiar Enemy: ?
Powerful Vampire: ?
Withered Nosferatu: ?
Hopping Jiang Shi: ?
Psychic Vetala: ?
Vampire Mastermind, Evil Wizard: ?
Non-Evil Vampire: ?
Vampiric Monster: ?
Vampire Parent, Vampiric Parent: ?
Warsworn, Animate Mass of Corpses, Mass Undead: ?
Flamesworn, Mass Undead: ?
Plagueborn, Mass Undead: ?
Wight, Undead Humanoid: ?
Wight, Hulking Brute: ?
Wight, Skittering Sneak: ?
Wight, Cunning Tinker: ?
Parent Wight: ?
Wraith, Malevolent Undead Who Drains Life and Shuns Light: ?
Wraith, Assassin: ?
Wraith, Spy: ?
Zombie, Unthinking Ever-Shambling Harbinger of Death, Mindless Rotting Corpse: ?
Gargantuan Zombie: ?
Zombie Shambler, Slow-Moving Horror: ?
Zombie Hulk, Towering Horror: ?
Incorporeal Undead: ?
Undead Minion: ?
Mindless Undead: ?
Lesser Undead: ?
Mass Undead: ?
Undead That Produces Terror in Their Victims: ?
More Powerful Undead: ?

Ghoul Fever (disease) Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Ghast Fever (disease) Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight

Zombie Rot (disease, necromancy); An infected creature can’t heal damage it takes from zombie rot until it has been cured of the disease. Saving Throw DC 18 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 negative damage (1 day); Stage 3 1d6 negative damage (1 day); Stage 4 1d6 negative damage (1 day); Stage 5 dead, rising as a plague zombie immediately

LICH PHYLACTERY ITEM 12
Rare Arcane Necromancy Negative
Price 1,600 gp
Usage held in 1 hand; Bulk —
This item is crafted by a spellcaster who wishes to become a lich. When a lich is destroyed, its soul flees to the phylactery. The phylactery then rebuilds the lich’s undead body over the course of 1d10 days. Afterward, the lich manifests next to the phylactery, fully healed and in a new body (therefore, it lacks any equipment it had on its old body). A lich’s phylactery must be destroyed to prevent a lich from returning.
The standard phylactery is a sealed metal box containing strips of parchment inscribed with magical phrases. This box has Hardness 9 and 36 HP, but some liches devise more durable or difficult-to-obtain phylacteries. A phylactery might also come in the form of a ring, an amulet, or a similar item; the specifics are up to the creator.
 
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Voadam

Legend
Book of the Damned
Pathfinder 1e
Kabriri: It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri.
Advanced Mohrg: ?
Advanced Vampire: Vampirism exalted boon.
Zura: Zura rose from the corpse of an Azlanti queen who had succumbed to a lust for eternal life and the flesh of her own kind. Scholars point to Zura’s acts as the start of Azlant’s fall into decadence—and perhaps even one of the catalysts for the Age of Darkness that followed. Even today, thousands of years later, tales of her baths of blood and hideous banquets persist as legends. While many tried to assassinate her, it was her own exuberance for blood that sent her soul spiraling into the Abyss after an accidental suicide tryst with several consorts. Yet such was the weight of her sin that when her soul arrived, she rose immediately as a powerful creature—a succubus vampire who swiftly went on to gain incredible power.
Urgathoa: Although it is unclear whether Zura worshiped Urgathoa in life, there exist certain irrefutable connections between the Vampire Queen as a demon lord and Urgathoa, whom many believe to have been the first vampire.
Burning Ghost: ?
Mummified Demon: ?
Fiendish Vampire: ?
Rhuithvein, The Blood Emperor, Vampire: ?

Undead: Nurgal's torso is deeply tanned and masculine, and he is rarely seen without a heavy mace, the head of which appears to be a miniature sun held in one four-fingered, taloned hand. This mace can deal horrific damage, scorching flesh and drawing moisture from the body so that those slain by the weapon instantly rise as sun-blackened undead slaves of the Shining Scourge.
To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being. To the worshipers of Orcus, there is no difference between a vampire and a leper. Vampirism is a disease, and like all diseases, it spreads most quickly among the weak—as a result, Orcus cultists maintain that vampires represent the weakest form of undeath. Accidental undeath ranks only slightly higher, but even then the lich who spent the majority of his living existence working toward a singular transformation feels jealousy and frustration over those who become ghosts simply by chance after death. To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic. They are not creations of mere chance or misfortune but calculated additions to the world, and as such their place in the church is much more valued.
Fiendish lore holds that Ruzel’s tongue is so sharp he can turn living creatures into undead with a single well-aimed jest.
Circiatto is an exceptionally gluttonous and ruthless fiend who consumes all enemies who stand in his way. Worse, the Glutton Slaver then vomits them back up as undead servants.
Menxyr can pull forth bones from living creatures, animate the dead to serve his foul lusts, and even climb inside the bodies of the freshly dead to animate them and seduce those who mourn the loss of a loved one.
The White Mountain, the highest point in Abaddon, reaches even higher than the peak housing the Cinder Furnace. This massive volcano belches forth neither ash nor lava but a miasma of corrosive, white-hot soul-stuff, spontaneously generated undead, and negative energy. The source of the White Mountain’s fury is unknown, and swirling rumors raise only more questions: they credit a lost artifact, the chamber of a dead or imprisoned harbinger, or another long-abandoned experiment by one of the Four.
In reality, the carefully disguised proprietors—Carlissa, Melina, and Veria—are lioness-headed rakshasas who siphon a bit of life force from each customer who spends time at the Pillow. The sisters keep this life force in the form of stolen and bottled memories, which they store in magnificent amulets around their necks. Soon, after spending lifetimes collecting their unsettling bounty, the sisters plan to shatter their amulets, which will transform all of their living victims into undead scourges and turn those who’ve died into incorporeal undead poised to tear the city apart from within.
Nabasu demons (also known as death demons or glutton demons) are dangerous for a spellcaster to conjure, though they are desirable as mighty combatants with strong battle and infiltration skills. They can become more powerful during their service, as well as recruit and create their own armies of undead slaves, so a spellcaster can quickly get in over his head should the nabasu manage to use its newfound power or minions to circumvent the strictures of its servitude.
Ghoul: It is said that when the first humanoid (an elf, it so happened) to feed upon the flesh of his brother died, he was reborn in the Abyss in the reeking bowels of a vast necropolis that the plane created in his honor. This first ghoul abandoned his previous life and embraced his new undeath, becoming the demon lord Kabriri. For his first few centuries of existence, he traveled among the worlds of the Material Plane, sampling like a gourmand the contents of graveyards and spreading the infectious “word” of his condition to any who would listen—in effect, infecting the inhabitants of innumerable worlds with the first and strongest strain of ghoul fever. Yet wherever Kabriri traveled, he took pains to avoid the burial grounds of elves, and did not spread his word among their kind. Whether his restraint was due to a fragment of shame over his first act of cannibalism or fear of confronting even a tiny fragment of the life he’d left behind, Kabriri left the elven people alone. Repercussions of his avoidance continue to this very day, as the touch of ghouls cannot paralyze elves. In contrast, other humanoids who succumb to the disease find their ears growing long and pointed, as if in some cosmic mockery of the elven form.
His favored weapon is a two-headed flail of iron and bone, its twin heads made from skulls wrapped in strips of spiked iron. This weapon is capable of transforming those it strikes into ghouls, and causes the flesh of the living to rot away. Kabriri’s breath can also transform the living into ghouls, and his gaze can instill an unholy cannibalistic hunger that can drive sane folk to go on murderous, gluttonous rampages. Ghoulish Apotheosis exalted boon.
Death-stealing Gaze exalted boon.
Ghast: Undertaker sentinel boon.
Lacedon: ?
Leng Ghoul: According to Kabriri’s religious teachings, the Leng ghouls came to be when he spread ghoul fever among that realm’s slumbering men and women, but they turned their backs on their creator and became pariahs. The Leng ghouls dispute this claim, citing compelling evidence that their kind has dwelt in Leng far longer than Kabriri himself has been in existence.
Lich: To the priesthood of Orcus, the lich is generally held as the height of power and the most glorious method of transcending life, not only due to the power a lich wields but also due to the simple fact that one must actually work to become a lich. Transforming into a lich requires patience, power, skill, and talent, and worshipers of Orcus often regard those undead spawned merely from being transformed by another undead creature via disease or otherwise as lesser incarnations of the undead state of being.
Among humanity, Yhidothrus’s cultists are typically loners obsessed with the encroaching threat of old age; desperate to avoid their fate, these few turn to blasphemy and demon worship as a means of escape. Many become liches as a result of their obsession—a Yhidothrin lich typically appears worm-eaten and moist compared to the typical specimen of that kind of undead.
Mummy: ?
Vampire: Vampirism exalted boon.
Juju Zombie: Invoke Death exalted boon.
Nightwing: ?
Devourer: ?
Ghost: Elder's Grace exalted boon.
Skeleton: To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic.
Zombie: To Orcus cultists, even mindless undead like skeletons and zombies are “purer” forms of undeath than ghosts, ghouls, and vampires, for as mindless as skeletons and zombies are, they exist only as a result of a necromancer’s skill at magic.

Ghoulish Apotheosis (Ex) For you, death is not an ending but a beginning. The next time you die, you rise as a ghoul after 24 hours. Your type changes to undead and you lose all the abilities of your previous race, replacing them with a +2 natural armor bonus, darkvision 60 feet, channel resistance +2, and a ghoul’s physical attacks. You do not change your total Hit Dice or alter your ability scores. If you achieve this boon when you’re already an undead creature, you instead gain a +4 profane bonus to your Charisma score.

Undertaker (Sp) With nothing but your will alone, you can slaughter and entomb your foes in one fell swoop. Once per day, you can cast finger of death as a spell-like ability. Any creature killed by this effect is immediately entombed 6 feet underground within a 6-inch-thick stone sarcophagus, along with its gear. One week after interment, a creature entombed by this ability breaks free from its sarcophagus as a chaotic evil ghast with all class levels it had in life; these ghasts are not under your control, but are often friendly toward you. Elder’s Grace (Ex) You immediately age to the next age category, gaining all of the appropriate bonuses to your mental ability scores without taking any penalties to your physical ability scores. If you are venerable when you achieve this boon, you die and become a ghost. Any illusion effect you create gains a +2 profane bonus to the save DC. This transformation into a ghost persists even if you fail to perform your obedience.

Invoke Death (Sp) Once per day, you can cast slay living as a spell-like ability. A creature slain by this spell immediately rises from death as a juju zombieB2. The juju zombie is not under your control, but it will not attack you.

Death-Stealing Gaze (Su) You gain the death-stealing gaze ability of a nabasu. You can activate this ability as a free action and use it for up to 3 rounds per day plus a number of additional rounds equal to your Constitution modifier—these rounds need not be consecutive, but they must be used in 1-round increments. All living creatures within 30 feet of you when your death-stealing gaze is active must succeed at a Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under your control. You can create only one ghoul in this manner per round. If multiple humanoids die from this ability simultaneously, you choose which of them rises as a ghoul. Nabasu demons that gain this boon can instead use their death-stealing gaze at will, regardless of their total number of growth points.

Vampirism (Su) While Zura’s favored worshipers are vampires, she still values the service of powerful cult members who yet live, for a living cultist can move about in the light of day and need not fear the weaknesses most vampires do. But this is not to say that Zura denies her greatest followers the bliss and rapture of becoming a vampire, at least for short periods of time. Thanks to your long-standing devotion to the Vampire Queen, you have become one of those chosen few to gain this peek into a vampire’s unlife without having to give up living. Once per day, you can infuse yourself with the qualities of a vampire. Apply the vampire template to yourself for the duration of this effect, which lasts for 1d6 rounds plus an additional number of rounds equal to your Charisma bonus. When the effect ends, you are staggered for 1d4 rounds. In time, most worshipers of Zura hope to become vampires, and those who do and have this boon find that they can still draw upon its effects to bolster their power. If you are already a vampire and you activate this boon, you gain the advanced creature simple template for the duration of this effect.
 
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Voadam

Legend
Die Screaming Directors Guide
Die Screaming
Undead: Cultists, led by Crnoval priests, complete a complex and dread ritual in the city to blot out the sun, operating from several secret and well-defended points forming a pentagram. Crnobog is summoned from the void, and he takes roost at the city’s highest point, weaving his spells of destruction to consume the world in darkness and transform unfaithful mortals into his undead slaves.
Unless reduced to -11 hit points or fewer when killed, at the beginning of its next turn, the cultist returns to life once per scene as an undead creature.
Unless reduced to -30 hit points or fewer when killed, at the beginning of its next turn, the elite returns to life once per scene as an undead creature.
Unless reduced to -83 hit points or fewer when killed, at the beginning of its next turn, the warlock returns to life once per scene as an undead creature.
Unless reduced to -25 hit points or fewer when killed, at the beginning of its next turn, the hybrid child returns to life once per scene as an undead creature.
Unless reduced to -84 hit points or fewer when killed, at the beginning of its next turn, the hybrid ogre returns to life once per scene as an undead creature.
Unless reduced to -48 hit points or fewer when killed, at the beginning of its next turn, the hybrid soldier returns to life once per scene as an undead creature.
Ghost: Ghosts are spirits that live on after death, either because they were wronged in life or are too evil to die. They are almost impossible to permanently destroy.
Ghosts are undead spirits that wander the world on unfinished business, or haunt locations because they were too evil in life to truly die. The different varieties of ghost are beyond count.
Fourth, the world has become full of supernatural beings, and this includes ghosts. Murdering survivors—who were of no threat and were the closest thing the party has to allies—has consequences. A haunting may be in order for characters who especially deserve it, as the restless dead seek to avenge their deaths.
Meanwhile, ghostly undead roam the streets, increasing in strength and number as Crnobog continues his work.
Zombie: Zombies are undead creatures that spread through a contagious virus.
Zombies are humans infected by the Contagion. They are bloodthirsty, mindless cannibals, neither living nor dead. Their bodily fluids are infectious, allowing them to spread the Contagion to others.
Creatures reduced to 0 hit points by a zombie become zombies at the end of their next turn. This can be reversed if the character is healed before then.
Any creature reduced to 0 hit points by a black dread instantly becomes a zombie of a level equal to its level in life.
As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.
Plague wasps are winged pseudo-arachnids that can use their maggots to create special zombies.
What happens next is unclear, but the energy controlled by the aliens escapes unrestrained into Earth’s atmosphere, exposing the entire planet to its effects. The results on humans are various:
▪ Some are unaffected.
▪ Some are mutated and enhanced in unpredictable and catastrophic ways. Their powers are far stranger and more terrible than those of the few ascended humans.
▪ Some contact other, more evil aliens, and pledge fealty to them in exchange for power. These are the first sorcerers.
▪ The energy kills many outright, and in ghastly ways.
▪ Many more are transformed into mindless, violent zombies who can spread their condition as a viral infection, the so-called Contagion.
The solar eclipse occurs shortly thereafter. The shadow created by this event occurs in a different area, but the events are far more catastrophic. Most of the humans in the area immediately become zombies.
The Contagion is a viral infection that transforms its host into a bloodthirsty, undead horror—a zombie. It spreads mainly through zombies biting other humans, as zombie saliva and other fluids are contagious.
The source of the Contagion is a mystery that is left to you to answer with your story. It could be scientific, magical, or both. The zombies can remain mundane zombies, or be a device of some greater power that can directly control their actions. Zombies can eventually increase in strength and intelligence, or mutate into entirely new monsters.
Camp Kindred was a vibrant summer camp at the height of tourist season when the zombie apocalypse began, with a large class of third-graders from a nearby elementary also using the site. The infection spread quickly, and many dozens of zombies now infest the area.
Apparition: If the apparition reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body
under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
4d4 apparitions always accompany the archwizard. If any apparition dies, the archwizard can respawn it in an adjacent square as an instant action.
If the archwizard reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the archwizard’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
Two apparitions always accompany the ghost. If either apparition dies, the ghost can respawn it in an adjacent square as an instant action.
If the ghost reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the ghost’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
Six apparitions always accompany the mummy. If any apparition dies, the mummy can respawn it in an adjacent square as an instant action. When the mummy is reduced to 0 hit points, the apparitions disappear.
Two apparitions always accompany the mystic. If either apparition dies, the mystic can respawn it in an adjacent square as an instant action.
If the mystic reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the mystic’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
Six apparitions always accompany the phantom. If any apparition dies, the phantom can respawn it in an adjacent square as an
instant action. When the phantom is reduced to 0 hit points, the apparitions disappear.
If the phantom reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the phantom’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
Four apparitions always accompany the wraith. If any apparition dies, the wraith can respawn it in an adjacent square as an instant action.
If the wraith reduces an enemy to 0 hit points, an apparition immediately appears above the victim’s body under the wraith’s control. Until that apparition is reduced to 0 hit points, the victim cannot be resurrected.
Befouled: Befouled are undead made of animated oil. They often appear as small children, but can take any small form they choose. They tend to congregate around playgrounds and homes, guided by psychic memories. They leave oily footprints wherever they go. The befouled are powered by the lost souls of murdered innocents.
Black Dread: ?
Flayer: Flayers are re-animated corpses covered in hooked chains.
Fleshwarped: The fleshwarped are corpses that have been blown inside out by some hideous spell. Puppeteered by some outside influence, they are in eternal agony and wail piteously as they attack, hoping aloud that they can soon die.
Frankencat: Frankencats are stitched together from multiple dead cats to create a loathsome familiar for an evil sorcerer.
Killcrow: Killcrows are animated scarecrows with razor-sharp talons.
Midnight Horror: They often claw their way out of their graves when a powerful evil draws them back to the world of the living, and many hundreds accompany the dark god Crnobog.
Mummy: Mummies are the animated remains of once-powerful sorcerers, returned to a semblance of life as their dark patron’s slaves.
Mummies can come from any number of backgrounds, possessing a wide array of dark powers.
Nightmare Made Flesh: The entity is a psychic echo made of the collective fear that multiple creatures felt before dying terrible deaths.
Phantom: Phantoms are the most powerful and evil ghosts, the very memory of their lives filling those who knew them with dread.
Rat King: The rat king is a mass of thousands of undead rats mashed together by the tail via their own saliva, vomit, and excrement.
Reaper: In life, reapers were unspeakably vile and faithless, and their evil now permeates eternity.
Slaymate: The slaymate is a doll created from a combination of clay and wood, given life in an evil ritual that involves stuffing the hollow body with shredded body parts and crushed bone.
Stitch Spider: Stitch spiders are created by sorcerers and evil deities from corpses and bones, stitched together to resemble perverse spiders. Their eight legs, made of human leg bones, end in three-foot razors. Their bodies are covered in stitched human faces, all of which still have a horrid semblance of life.
Toxic Dead: ?
Tree of the Damned: The tree of the damned is a tree composed of hundreds of wailing corpses in various states of mutilation. It is the work of particularly foolish sorcerers, who soon join its roots after creating it. It is a thing so evil that it overwhelms reality.
Utburd: Utburds are the vengeful spirits of abandoned infants. Once named, an infant has a soul; and once abandoned by its parents and left to die, that soul is set adrift, unable to leave the mortal plane.
Vampire Elder: Vampire elders are hundreds of years old, and command a great deal more power than freshly-created vampires.
Vampire Lord: Vampire lords are thousands of years old, and some lived at the dawn of human civilization.
Vampire Spawn: Vampire spawn were only recently transformed (at least by human standards of time) and are less potent than their elders.
If the vampire reduces an enemy to 0 hit points, the creature becomes a vampire spawn under its creator’s control at the beginning of its next turn.
Visceroid: A visceroid is an undead entity made from shards of crushed bone and the combined entrails of many victims.
Worming Dead: A creature that begins its turn grabbed by a worming dead takes 7 ongoing necrotic damage. This damage cannot be saved against until the worming dead is no longer grappling the creature. A creature reduced to 0 hit points is infested by a tentacle and becomes a new worming dead immediately. A Might save (DC 22) negates the damage.
Ancient Zombie: Zombie ancients are zombies created ages ago by sorcery or magical curses. A zombie ancient is so old and preserved by its evil will that its body is almost fossilized, its internal organs turned to stone.
Zombie Bear: Bears have close contact with civilization, which means they have close contact with zombies.
Zombie Child: ?
Zombie Dog: The Contagion can spread to animals.
Enchanted Zombie: Some zombies fall under the influence of sorcerers or various evil powers. These zombies are given a foul semblance of intellect and magical power.
Zombie Experiment: Zombie experiments are the result of ill-advised testing on zombies in an attempt to weaponize them. The zombies are bio-engineered, trained in some fashion, and fitted with some sort of control device that will supposedly ensure their cooperation. These experiments inevitably result in the zombies escaping their confines, throwing off any attempts to control them, and killing their former captors.
Zombie Fungoid: Zombie fungoids are bloated zombies that have become extremely infectious with the Contagion.
Zombie Ghoul: A zombie that survives for some time has a chance to become a ghoul. For these zombies, the infection has advanced to the point that it more significantly alters their body, making them superhumanly powerful. They are also possessed of a low animal cunning.
As a standard action once per scene, the magus calls forth 2d4 zombie ghouls to serve it. These zombie ghouls act on the magus’ initiative. They appear in any chosen squares within a close burst 6.
Zombie Glutton: Zombie gluttons are morbidly obese zombies who have become blubbering monstrosities.
Zombie Monkey: Zombie monkeys—typically macaques—are the result of deeply unethical experiments.
Zombie Polyp: Some zombies—often severely injured ones—degenerate into groups of small, living polyps after a certain amount of time. This process takes only a few minutes and typically produces 1d4+1 polyps. These polyps are disgusting, starfish-like parasites made up of once-human tissue.
Zombie Raptor: Infected carrion birds are profoundly dangerous zombies.
As a standard action, the corruption demon can transform an adjacent corpse into a zombie or zombie raptor under its control. This zombie has the demon’s intelligence and shares its goals.
Zombie Screamer: Zombie screamers are consumed with blind fury. They possess enough mental ability to realize their condition, which fills them with an impotent, all-consuming rage. They feel nothing but hatred and hunger.
As a standard action once per scene, the mystic calls forth 2d4 zombie screamers to serve it. These zombie screamers act on the mystic’s initiative. They appear in any chosen squares within a close burst 6.
When the tree of the damned begins its turn, any enemy within 6 squares must make a Wit save or suffer 12 points of necrotic damage. Creatures reduced to 0 hit points immediately become zombie screamers.
The tree of the damned always has at least eight zombie screamers serving it. If zombies die such that it has less than eight, it can spawn one zombie on its turn as a move action. Creatures killed by the tree of the damned immediately become zombie screamers.
Zombie Soldier: Zombie soldiers are well-armored soldiers and police forces infected by the Contagion.
Zombie Wailer: Zombie wailers are the zombified remains of people who were infected by the Contagion and then imprisoned by their loved ones, who were too distraught to do what was necessary and perform a mercy killing. This was a more terrible mistake than they knew. Warped by its last piteous moments of life, the now-free zombie wailer constantly relives these last moments, whimpering in solitude until it finds victims.
 
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Voadam

Legend
Die Screaming Player's Guide
Die Screaming
Graveling: Call the Graveling spell.
Death Tyrant: Death tyrants are beings who have surrendered themselves to the powers of entropy, death, and immortality. They believe that immortality is worth any price, and that life is wasted on the living. To these ends, there is no limit to their grotesque behavior.
Death Tyrant Third Secret: Fell Purpose.
Lost Soul: Fallen Angel First Secret: Lost Soul.
As an instant action, whenever a human dies within 6 squares of a fallen angel and it does not already possess a lost soul, the angel can claim it as its own, unnaturally interrupting its passage to death.
Shade: The shade pledges itself to the eternal servitude of an unspeakable darkness in exchange for fleeting mortal power. The shade is an agent of doom, despair, and elemental malevolence. Over time, the shade’s entire being is drained away into the clutches of its dread master, leaving nothing but a ghostly, immortal horror that has forgotten the concepts of warmth, hope, and pity.
Shade First Secret: Dread Pact.
Irradiated Zombie: Radiation Zombie Magical Anomaly

Undead: ?
Ghost: ?
Zombie: Inhuman Anomaly Infection Vector
Zombie Children: ?
Flesh Polyp: ?
Frankencat: ?
Zombie Monkey: ?

Call the Graveling
Sorcery
Your powerful will calls forth a wretched, vaguely humanoid horror made from mutilated flesh. It is an evil soul that you have bound to you forever, and it hates you most of all—screeching dreadful epithets and threats at you even as it does your bidding.
1/DAY
Action: Standard
Range/Area: Close Burst 1
Duration: Scene
Anomaly Chance: 20% [Magical]
You bind a corpse or numerous incomplete corpses together to summon a graveling—at least one corpse is required in the area of effect. The creature follows your commands with animal ferocity. Every graveling you create is the same hateful entity occupying new corpse parts.
Summoning a graveling is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level). If you fail, you lose control of the graveling, the duration of the power is permanent, and the graveling is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets.
If you succeed at the Wit save, you have control of the graveling. The graveling acts on its own initiative. To continuously command the graveling after the first round of its existence, controlling its actions with your mind, you must either spend a standard action on each of your turns or take 10 piercing damage. Otherwise, the graveling falls out of your control as if you failed the original Wit save. If you become stunned, overwhelmed, or fall to 0 hit points or below, you also lose control of the graveling.
When the graveling is reduced to 0 hit points, it melts into smoking necrotic slime, and cannot be resurrected.
Sanity Damage: You and your allies take 3d6 sanity damage from the energies you summon when you activate this power.

FIRST SECRET: DREAD PACT
You make a pact with a nameless elemental evil that dwells forever in a void of utter entropy. You give up your humanity and everything you will ever be to share in its power and become a part of it. After the ritual is complete, you become pallid, and your physical substance appears to endlessly steam off you at all times, drawn away in a breeze that isn’t there.
▪ You are undead and do not need to breathe or eat. When you rest, you regain hit points as if you ate rations.
▪ You gain soak equal to your level to cold, necrotic, and poison damage. You take double damage from all other energy damage.

Infection Vector
If you are reduced to 0 hit points, dazed, overwhelmed, or stunned during the scene, you lose control and become a zombie with statistics equivalent to your level. You attack anything and everything, starting with the closest target. You return to normal, but sustain any hit point damage, if the zombie is reduced to half its maximum hit points.

Radiation Zombie
Dead creatures within a close burst 24 become irradiated zombies at the end of your turn.
 
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Voadam

Legend
Die Screaming Eldritch Armies
Die Screaming
Draugr: The draugr (plural; singular draugar) are restless dead so miserly and evil in life that their malice binds them to the mortal plane until such time as a hero can grant them a second death.
Undead tyrants who refuse to die out of sheer avarice and cruelty.
Barrow Slave: Barrow slaves are the slain victims of the draugar, condemned to serve it for all eternity.
Creatures killed by the barrow slave become barrow slaves at the end of the barrow slave’s next turn.
Creatures killed by the draugar wight become barrow slaves at the end of the draugar’s next turn.
Creatures killed by the draugar wraith become barrow slaves at the end of the draugar’s next turn.
Draugar Wight: In life, the draugar wight was a great warrior or petty chieftain of men.
If the draugar wraith begins its turn at full hit points, it can spend a standard action to transform back into a draugar wight with 12 hit points.
Draugar Wraith: At 0 hit points, the draugar wight becomes a draugar wraith.
Ebon Renegade: Ebon renegades are former religious leaders who turned their backs on their worship and congregation, leading the innocent astray with fear and lies. The gods condemn these traitors to living death as animate bones and dust.
Radioactive Zombie: Radioactive zombies are so irradiated with nuclear waste or forbidden magic that they forever burn with deadly energy. Inside the flesh of every radioactive zombie is the exposed reactor core that was once its heart, serving now as a font of endless power and horror.
Unfleshed: The unfleshed are recently turned radioactive zombies, the upper layers of their skin melted away by the radiation damage that killed them, leaving a glistening red monster.
Blackened Colossus: The blackened colossus is a hideously warped and stretched radioactive zombie, far larger than any human.
Cosmic Corpse: The cosmic corpse is a radiation zombie that has become a being of pure energy, making it highly resistant to attack—but no more intelligent than any other zombie.
Grand Master Shinobi: ?
 
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Voadam

Legend
Die Screaming Lords of Darkness
Die Screaming
Lich: Liches are forgotten tyrants who have risen again as ghosts, mummies, or vampires.
At level 3, you can choose to become a lich.
You were once a powerful tyrant. In your final years, you spent your ill-gotten riches and the lives of your slaves to conquer your only fear—death. At the pinnacle of your depravity, you performed a series of dread incantations, culminating in a magical atrocity for which the gods condemned you. This doomed your soul to remain forever on the mortal plane—as you intended.
Yet death claimed you despite all your precautions. To prevent your return or the rise of anyone like you, all records of your deeds were destroyed, and you were buried in an unmarked tomb.
But the horror isn’t over. Perhaps your tomb was unearthed by archaeologists too clever not to notice the gaps in the ancient historical record, and too foolish to heed cryptic warnings. Perhaps tidal upheavals exposed your tomb to the elements and awakened you. Or perhaps powers too terrible for mortals to know called you forth once more at the appointed hour.
With the opening of your forlorn grave, your evil spirit fled its confines to take shape again, or rose from its grave as an ancient moldering corpse, or inhabited the body of a miserable mortal. Whatever the condition of your return, you are cursed to a half-life that can only be sustained by preying on the living.
Vampire: In life you made an unholy vow to transcend death and take revenge on your enemies with all the powers of darkness.
Dessicator: As terrible as your reign was, its ending was more terrible yet. At the hour of your defeat, your enemies pronounced a series of curses meant to bind you to your forgotten tomb, and ritually removed your organs while you still lived so that you would be deprived of your powers and unable to rest.
By some unfortunate chance, the seals were broken, and you returned as a dry, desiccated husk, taking revenge and restoring your crumbling body by stealing the skin of your foes.

Ghost: ?
Mummy: ?
Phantom: In life your tyranny was so vile that your enemies burned your broken corpse and scattered the ashes to the wind in a vain attempt to prevent your return. Robbed of your physical form, you are forced to possess the bodies of others, or else reveal yourself as the shade you are.
 
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Voadam

Legend
Die Screaming Making Science Fun
Die Screaming
Zombie Drudge: Its Alive Mad Scientist power.
Zombie Drudge Mad Scientist power.

Zombie: Exohorror Third Secret Trauma Harness

Its Alive
Promethean
You restore the dead to life.
1/DAY
Action: Standard
Range/Area: Melee 1
Duration: Instantaneous
MALFUNCTION
You fail to resurrect the target creature from the dead.
The target “returns to life” as a hostile zombie drudge, per the Zombie Drudge power (Normal Parameters). The drudge never attacks you, but is hostile to every other creature, and does not relent until it is destroyed. It attacks the closest target.
You can’t attempt to raise the intended creature with this power again.
Sanity Damage: Your allies suffer 4d6 sanity damage from this horror.
ACCEPTABLE LOSSES
You fail to resurrect the target creature from the dead.
The recipient’s body erupts into a gibbering mass of constantly mutating flesh that screams from every orifice before exploding into noxious giblets at the end of your turn. Any creature adjacent to this revolting atrocity takes 10 lightning damage, with no save.
Sanity Damage: Your allies suffer 4d6 sanity damage from this horror.
NORMAL PARAMETERS
You resurrect the creature, so long as its body is mostly intact. Creatures reduced to a negative hit point count equal to their normal maximum hit points are too badly maimed to properly resurrect with this result. If the recipient is missing too many organs, its head, or too much of its body has been ruined, the “resurrected” creature reacts poorly and expires after several moments of indescribable agony.
A successful resurrection returns the creature to physical wholeness; lacerations seal, nearby dismembered limbs link back together, and broken bones fuse back. The creature returns to life at 1 hit point.
The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before.
Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror.
MAD SCIENCE!
“Now I know what it feels like to be God!”
- Frankenstein (1931)
The creature returns to life even if its body was destroyed. The creature returns to life at 1 hit point.
The resurrected character awakens in the throes of a psychotic episode and returns with a random insanity. The resurrected creature is forever warped by the experience and does not return as it was before.
Sanity Damage: Your allies (besides the resurrected creature) suffer 3d6 sanity damage from this horror.

Zombie Drudge
Promethean
You raise a zombie from the dead.
1/DAY
Action: Standard
Range/Area: Close Burst 12
Duration: Permanent
MALFUNCTION
As normal parameters, except the zombie is automatically out of your control as described.
ACCEPTABLE LOSSES
As normal parameters, except the zombie has 3 hp/level and gains a -2 penalty to damage.
NORMAL PARAMETERS
A dead creature is required to activate this power. A zombie rises in its place in an open square in the area.
Summoning a zombie drudge is an arduous and dangerous task. When you activate the power, you must make a Wit save (DC 15 + your own level).
If you fail, you lose control of the drudge, the duration of the power is permanent, and the drudge is hostile to all creatures. It attacks the closest creature, preferring you or your allies if there are several equidistant targets.

THIRD SECRET: TRAUMA HARNESS
You merge your brain with A.I. subroutines that allow you to function even when you are unconscious.
▪ When you are reduced to 0 hit points or below, until you take fatal damage, you can spend a stunt to make yourself merely dazed and overwhelmed until you take fatal damage.
▪ If you die, you become a zombie of your level that is hostile to all creatures.
▪ You gain a warlord power.
▪ You lose 1 sanity soak.
 
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