Undead Origins

Voadam

Legend
RR4 Islands of Terror
2e
Torrence Bleysmith: Count Rupert Bleysmith declared war on the neighboring duchy of Avergne, a land of infidels and heathens. He called upon his children and his retainers to gather together the army. He traveled the country searching for support among the other nobles. He left Sir August in charge of affairs while he was away.
Torrence, enraged at this perceived slight to himself, cast about wrathfully for some means of exacting revenge on his father and his elder brother. At last, he settled on a plan that would allow him to soothe his wounded pride. He began to sell the secrets of Staunton Bluffs to Commander Pierre Willis of the Avergnites in the hope that they would slay August during a raid.
August, however, was as adept at evading the traps as Torrence was, and it soon became clear to Torrence that he would have to personally oversee the murder of August. Even when he passed along the castle plans for the Avergnite assassins, they blundered and failed miserably.
Meanwhile, Torrence hid his feelings about August's superiority remarkably well and acted as August's chief advisor. August came to trust his brother in all things, seeing that Torrence had matured far more fully than he believed possible.
Eventually, Torrence arranged for the Avergnites to raid along the Staunton border, knowing that August had no choice but to personally repel the marauders. He suggested the best battle plans to his older brother, who agreed to follow them faithfully. That night, Torrence sent a dispatch to Willis telling him of his brother's location and how the Avergnites could best remove him from this position.
That next morning, August and some of Staunton's finest men rode straight into the Avergnite ambush. They hardly had a chance to draw their swords before they went down under a hail of arrows. Their blood spilled into the earth, turning it into a pasty, red mud. The Avergnites were heady with their victory over the hated Sir August Bleysmith. They rode even farther into Staunton, burning and pillaging everything in sight, contrary to the agreement with Torrence.
Torrence, aghast at their duplicity, attempted to turn back the tide of invaders, but it was too late. The Avergnites overran all the Stauntonian positions, slaughtering all the citizens they came upon. Willis and his men eventually arrived at the Bleysmith Estate and laid siege to Castle Stonecrest. Since Torrence had stupidly provided the maps of the castle, it fell easily to the invaders. So did the Bleysmith family, nearly alone in their estate, abandoned by most of their retainers.
Only Torrence escaped, hiding in the privy until the besiegers had gone. When he emerged, smeared with filth, he discovered the looted house in ruins around him. The defiled bodies of his family lay strewn about the estate like broken dolls. At the sight of his ancestral home violated like some commoner's house, Torrence broke down in a fit of grief, rage, and guilt. Had August survived the attack, the Avergnites would never have been able to advance this far. Torrence knew he would have to live with the knowledge that he had caused the downfall of Staunton Bluffs and the death of his family.
He retreated to the forests of Staunton to plot his revenge and vent his grief. He hoped to atone for his mistake by avenging the destruction of his family. Since he had studied some magic when he was younger, he was familiar with certain blasphemous rituals that would enable him to channel his anger. In his pride and wrath, he did not pause to consider the implications of his intended course.
At midnight of the fall equinox, the last Bleysmith began his sacrilege. With great workings of magic and dark promises, Torrence laid a massive spell on the surviving inhabitants of Staunton.
When the citizens arose the next misty morning, they felt compelled to take up whatever weapons they had available. En masse, they marched on the army of Avergne. Bleysmith, full of vanity, watched his makeshift army surprise the force of Avergnites. Torrence had been sure that his people could crush the army, since there were so many more of them and they had the advantage of surprise.
However, the Avergnites recovered from their initial shock much more quickly than anyone could have suspected. They slaughtered the subservient Stauntonians. The earth ran with the blood of guiltless citizens, the cries of the innocents echoing weirdly through the fog.
By now, half-crazed with shame and remorse, Sir Torrence Bleysmith hanged himself in the burnt shell of Castle Stonecrest. His dying thoughts were of revenge, hatred, and guilt. As his life faded from existence, so did the surrounding area.
The restfulness of natural death did not claim Torrence Bleysmith, however, for Ravenloft had other plans for him. His past, tainted as it was with pride, treachery, and disregard for human life, earned him a place in the demiplane.
Weeks after he hanged himself, flashes of reality and memory interrupted the utter blackness of oblivion in which Torrence dwelt. These glimmers grew longer and longer until at last they melded completely into a gray-washed, horrifying reality. His worst nightmares became his reality.
Sir Torrence Bleysmith had become a ghost, doomed to wander the halls of his castle and the woodlands of his domain. His rage and treachery combined with other darker forces to bring him back to a terrible unlife. He would see all that he once held sacred torn away and destroyed.

Skeleton: This was the main forge for the county of Staunton, the finest for miles. It contains those things common to a smithy including two anvils, hammers, trenches, and a good supply of iron. There are some finely crafted blades lying in the soot, held firm in the death grasp of the smith and his apprentices. If anyone tries to take the swords, the smith and his helpers return from the peace of the grave to defend their best work.
Ghast: The guards are the incorporeal forms of the few soldiers who remained loyal to him after his treacherous betrayal of his own countrymen.
Ghoul: ?
Zombie: The most dangerous prisoners were housed in these cells where the jailers could catch their mischief more quickly. Each of these cells contains a zombie wandering about constantly.
Spectre: The spirits of the Bleysmith family float through this room in a stately, eternal dance.
Skeleton Horse: ?
Zombie Sea: Sea zombies, also known as drowned ones, are the animated corpses of humans who died at sea. Although similar to land-dwelling zombies, they are free-willed and are rumored to be animated by the very forces that hold Ravenloft together.
 

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Voadam

Legend
Ruined Kingdoms
2e
Raja al-Sadiq Abdul-Tisan, The Audacious Thunderer, Breaker of the Forbidden Seal, The First to be Summoned, Lich 15th Level Human Wizard Sha'ir: Months later, her task complete, Tisan was glad she had expended the effort to experiment with Raja. Of course, Tisan had made some minor mistakes and the sha'ir had to be slain a few more times than strictly necessary, but in the end Tisan still considered her research a complete success.
Adil, Revenant: The unfortunate bearer of the seal is seemingly cursed. He cannot lose the seal or give it away, for it magically returns to his person the moment he ceases to concentrate upon it. Furthermore, if at any time Adil is slain, the seal resurrects him as many times as he has points of Constitution. Thereafter, Adil becomes a revenant or any other form of undead the DM finds appropriate.
Adil, Undead: The unfortunate bearer of the seal is seemingly cursed. He cannot lose the seal or give it away, for it magically returns to his person the moment he ceases to concentrate upon it. Furthermore, if at any time Adil is slain, the seal resurrects him as many times as he has points of Constitution. Thereafter, Adil becomes a revenant or any other form of undead the DM finds appropriate.

Zombie: Not to be left shorthanded, after the battle was over and the flesh of vanquished enemies devoured, Anaiz animated the human forms of the slain segarrans, turning them into guardians of the main entrance and outer temple ward.
 


Voadam

Legend
Servants of Darkness
2e
Goblin Vampire: This ring of regeneration once belonged to the hags, but it was lost when an unusually brave goblin sneaked into their cottage and stole it. In order to punish the thief, the hags put a curse on their treasure.
Goblin vampires are created only by the unique curse placed on items stolen from the Three Sisters of Tepest. Anyone who carries the item gradually becomes a goblin vampire. The transformation takes twenty hours to complete. If the item is discarded before the change is concluded, the character stops changing. He does not, however, revert to normal.
Aroun, Geist: He suffered a fatal stab wound to the heart, but the trauma of his death has tied him to the world of the living.
Umbra: The umbra are undead shadow elves that dwell in the domain of Keening. Their devotion to Tristessa was so great in life that they continue to serve her long after death.
Wraith-Spider: ?
Dark Lord of Keening, Tristessa, Banshee: Tristessa was a powerful shadow elf priestess of Lloth in the now-lost domain of Arak. She was staked out above the surface with her newborn baby by Prince Loht for leading this outlawed religion. Exposure to the sun killed both mother and child, but Tristessa’s spirit was absorbed into the Mists, and the dark powers granted her the small, domain of Keening.
 

Voadam

Legend
Spelljammer: Adventures in Space
2e
Ephemeral: Ephemerals are noncorporeal undead believed to be the spirits of individuals who have died in the phlogiston.
The touch of the ephemeral inflicts 1-4 points of damage and reduces the victim 's Intelligence by 1-2 points. Should the damage inflicted by an ephemeral kill a sentient humanoid, the latter will become an ephemeral in 2-8 days.
The origin of the ephemerals is a mystery. They might be the remains of a race of beings who managed to crack their crystal shell, letting the phlogiston into their sphere. Whatever their origin, they have propagated by preying on intelligent creatures that pass through the Flow.
Ghast Double Normal Hit Dice: ?
Mind Flayer Wight: ?

Undead: ?
Skeleton: ?
Zombie: ?
Mummy: These creatures are rare in space, as they are usually the result of intricate burial procedures. These procedures are followed by some subcults of Ptah, so there are mummies in all the Known Spheres.
Wraith: ?
Juju Zombie: Those humanoids affected by the wizardly energy drain spell.
Monster Zombie: ?
Ghoul: ?
Ghast: ?
Wight: ?
Shadow: ?
Ghost: ?
Spectre: ?
Vampire: Mind flayers and other monstrous creatures are not immune to a vampire's energy drain, but do not turn into vampires upon being slain.
Lich: ?
Vecna, Lich: ?
 

Voadam

Legend
The Awakening (2e)
2e
Crypt Cat: Crypt cats begin life as pampered pets or as sacred animals of a cat-worshiping cult. Their bodies are placed in tombs beside those of their owners or beside a priest or priestess of the cult, so that their spirits might accompany that person into the afterlife. They will fight until destroyed to defend this former master. They will also rise from their sarcophagi to defend their tomb against desecration or robbery.
The composition of the clay that animates a crypt cat is unknown, although it is assumed that high-level necromancy spells are involved.
Crypt Cat Large: Sometimes the bodies of larger felines are made into crypt cats.
Sachmet, Mummy: As the tomb neared completion, the families of those who had died appealed to the followers of Set for aid, and that secret society quietly and efficiently arranged Sachmet's death. The next time Sachmet chose a man to "play with" in her private chambers, she unwittingly picked Kematef, a priest of Set who had been instructed to call attention to himself by harming one of the sacred cats. Kematef, whose teeth had been hollowed out, pretended to seduce Sachmet and then bit her neck, injecting her with a deadly poison. Because Set was a more powerful deity than Bast, Sachmet could not be cured—she died before nightfall.
Sachmet was carefully embalmed and laid to rest in the unfinished tomb, but the servants of Set were not finished with her. To prevent Sachmet from rising from her tomb, they placed a minor artifact—the staff of Set—at the entrance of the tomb, effectively forcing Sachmet into an eternal slumber and sealing her inside. As Set's minions crept away, a mist began to rise around the giant statue. All through the night it deepened. The next morning, when the mist cleared, Sachmet's tomb had vanished without trace.
As a high priestess of Bast, Sachmet was granted nine lives by the cat goddess. The first was her mortal life. To prepare Sachmet for her next eight incarnations, the priestesses of Bast embalmed her body with clays mixed with special oils and potions, using spells to make their effects permanent. This process sealed her ba (the portion of the soul that contains a person's physical vitality) inside her body. They then stored her ka (the portion of the soul that contains a person's mental vitality) inside magical canopic thought jars.
But the worshippers of Set had one final trick to play. Secretly, they slipped dust of dryness into one of the embalming oils. As a result, Sachmet's flesh shrivelled on her bones as the water leeched from her body. Hence, Sachmet is an emaciated corpse. Her flesh is shriveled like dried fruit and her bones are visible through parchment-yellow skin. Her hair clings in dark clumps to her scalp and her eyes are dried to husks. When she moves, her bones make a faint grinding noise. Her neck bears two puncture marks, a legacy of the attack by the priest of Set. Sachmet will rise from her tomb a total of eight times before she can be laid to rest permanently.
Sachmet, Mummy First Awakening: ?
Sachmet, Mummy Second Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Third Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Fourth Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Fifth Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Sixth Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Seventh Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Sachmet, Mummy Eighth Awakening: Each time Sachmet is reduced to 0 hit points, her body crumbles to dust and her ba flies back to her tomb, where a new body forms inside her sarcophagus for it to enter. This body is identical in appearance to each of her previous undead bodies. It requires 1d4 turns to form.
Skeletal Mummy: When the tomb was nearing completion, those who had crafted its traps and constructed its tunnels were drowned here. The bones of nearly 50 stone masons, carpenters, and artists now molder under the brackish water.
The skeletons—actually skeletal mummies— rise up from their watery tomb to seek vengeance against those who murdered them. Unfortunately, the skeletons are no longer able to distinguish one human from the next.
Zombie Monster Tiger: ?
Zombie Monster Cat: ?
Kematef, Odem: ?

Zombie: ?
Ghoul: ?
Shadow: ?
Wight: ?
Wraith: ?
Mummy: ?
Spectre: ?
Vampire: ?
 

Voadam

Legend
The Evil Eye
2e
Ghost: ?
Apparition: ?
Leyla, 2nd-Magnitude Ghost: When she was alive, Leyla was a nurturing wife, but death robbed her of a chance to be a mother. The karmic resonance of her dying, augmented by Raul's violin of passion, brought some part of her back as a ghost. The ghost is more a twisted embodiment of Raul's grief, memory, and passion than an accurate representation of Leyla when she was alive. She is a pale echo of her former self.
Corpse Candle: ?
Geist: ?
Odem: ?
Lord Soth: ?
Count Strahd von Zarovich: ?
Vampire: ?
 

Voadam

Legend
The Forgotten Terror
2e
Marble, Banshee, Fifth Magnitude Ghost: On the horrible night years ago when Marble’s life blood spewed onto Kartak’s reconstructed corpse, she willed herself to avenge her murder So strong was her hatred of the lich Kartak and her brother Chardath, so powerful was her will, that she actually recreated herself into a unique ghost of tremendous power.
Kartak Spellseer, “The All-Seeing”, Lich: ?
 

Voadam

Legend
The Gothic Earth Gazetteer
2e
Sitting Bull, Ghost: What if the ghosts of Sitting Bull and his followers returned to exact vengeance on the men who slaughtered them?
The most common belief is simply that the ghosts of Sitting Bull and his people remain near the area where they were killed. Without a doubt, numerous reports of spectral beings, mysterious sounds, and unexplained deaths can be confirmed near Wounded Knee. Sitting Bull was certainly dedicated to his cause, and if ever there were a man with the passion to sustain himself after death, it was the great Sitting Bull.
It is impossible to say at this time whether the forces haunting Wounded Knee are aspects of Sitting Bull and his followers—spirits called into existence by the power of their ghost dances—or an unrelated phenomenon whose manifestation at this time and place is utterly unrelated to the massacre of the Sioux people.
Ghost: What if the ghosts of Sitting Bull and his followers returned to exact vengeance on the men who slaughtered them?
The most common belief is simply that the ghosts of Sitting Bull and his people remain near the area where they were killed. Without a doubt, numerous reports of spectral beings, mysterious sounds, and unexplained deaths can be confirmed near Wounded Knee. Sitting Bull was certainly dedicated to his cause, and if ever there were a man with the passion to sustain himself after death, it was the great Sitting Bull.
It is impossible to say at this time whether the forces haunting Wounded Knee are aspects of Sitting Bull and his followers—spirits called into existence by the power of their ghost dances—or an unrelated phenomenon whose manifestation at this time and place is utterly unrelated to the massacre of the Sioux people.
During the days of the race to build the transcontinental railroad, many lives were lost to accidents and mishaps. Not all of these souls rest easily in their graves.
Count Dracula: ?

Banshee: ?
Crawling Claw: ?
Crypt Thing: ?
Ghost: ?
Ghoul: ?
Haunt: ?
Heucuva: ?
Lich: ?
Living Wall: ?
Mummy: ?
Mummy Greater: ?
Poltergeist: ?
Revenant: ?
Shadow: ?
Skeleton: ?
Skeleton Giant: ?
Skeleton Warrior: ?
Spectre: ?
Vampire: ?
Wight: ?
Zombie: ?
Baneguard: ?
Blazing Bones: ?
Crypt Servant: ?
Dread: ?
Flameskull: ?
Lich Psionic: ?
Naga Bone: ?
Spectral Wizard: ?
Tuyewera: ?
Undead Lake Monster: ?
Agarat: ?
Dark Hood: ?
Gray Philosopher: ?
Vampire Velya: ?
Zombie Lightning: ?
Dhaot: ?
Kaisharga: ?
Krag: ?
Kragling: ?
Meorty: ?
Raaig: ?
Racked Spirit: ?
Undead: ?
Wraith Athasian: ?
Zombie Thinking: ?
 

Voadam

Legend
The Nightmare Lands
2e
Lost Soul: Lost souls are the animated mortal remains of wanderers who die in the Nightmare Lands.
When a wanderer dies in the Terrain Between, there is a chance (40%) that the innate power of the land will cause the remains to rise as a zombie-like being called a lost soul. Once a lost soul is created, it immediately searches for others of its undead kind. When it finds them, it merges with them to become a single entity made up of the tangled, rotting bodies of many dead wanderers.
A wanderer who dies in a dreamscape has a chance (60%) to become a somewhat different type of lost soul. A lost soul animated in a dreamscape is more insubstantial, more ghostlike. Like the zombie lost soul, the dream lost soul seeks out others of its kind and merges to form a mass of writhing, moaning spirits.
The Ghost Dancer: As her name implies, she is an incorporeal creature who now searches the nightmares of the living in an effort to understand her own death.

Shadow: Shadow asps are 1-foot-long coils of shadow. Their bite can turn victims into shadows.
Shadow Asp shadow poison (Save vs. poison or become shadow in 5 rounds).
Sea Zombie: ?
Zombie: ?
Ghoul: ?
 

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