Undead Origins

Voadam

Legend
5e

5e Compilation
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (5e SRD v 5.1)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (5e SRD v 5.1)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (5e SRD v 5.1)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (D&D Basic Rules Version 1.0)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
The dead do not always rest peacefully. (Monsters & Creatures: A Young Adventurer's Guide)
Dybbuk's Possess Corpse power. (Mordenkainen's Tome of Foes)
As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. (Acquisitions Incorporated)
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. (Acquisitions Incorporated)
Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. (Baldur's Gate Descent Into Avernus)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (DM Basic Rules V0.5)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons Starter Set Stranger Things)
Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. (Dungeon Master's Guide)
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. (Dungeon Master's Guide)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Dungeons & Dragons vs Rick and Morty)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine. (Eberron: Rising from the Last War)
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark. (Eberron: Rising from the Last War)
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead. (Eberron: Rising from the Last War)
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath. (Eberron: Rising from the Last War)
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Essentials Kit)
The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life. (Ghosts of Saltmarsh)
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power. (Lost Laboratory of Kwalish (5e))
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode. (Lost Laboratory of Kwalish (5e))
Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Lost Mine of Phandelver)
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.3)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.3)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Basic Rules V0.2)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Basic Rules V0.2)
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. (Player's Handbook)
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. (Player's Handbook)
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead. (Player's Handbook)
The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. (Tomb of Annihilation)
The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities. (Midgard Worldbook for 5th Edition and Pathfinder)
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead. (Midgard Worldbook for 5th Edition and Pathfinder)
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok. (Midgard Worldbook for 5th Edition and Pathfinder)
Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. (Ponyfinder Campaign Setting)
Vampiric Sorcerous Origin Ruler of the Night power. (Ponyfinder Campaign Setting)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
Abactor Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Abastet, Maatkare: See Banshee, Maatkare Abastet.
Abomination Skeletal: See Skeletal Abomination.
Acererak: See Demilich, Acererak.
Acererak the Eternal: See Lich Archlich, Acererak the Eternal.
Adult Blue Dracolich: See Dracolich Blue Adult.
Adult Red Dracolich: See Dracolich Red Adult
Aerorian Citizen Ghost: See Ghost Aerorian Citizen
Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Alchemist Skeletal: See Skeletal Alchemist.
Algarr Grimtide: See Ghost, Algarr Grimtide.
Alina: See Ghost, Alina.
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony. (Mordenkainen's Tome of Foes)
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips. (Mordenkainen's Tome of Foes)
Alhoon: See Mind Flayer Alhoon.
Alowar, Janth: See Ghost, Janth Alowar.
Alton: See Brain in a Jar, Alton.
Amalgam of Undeath, Black Oak of Odunos: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity. (Mythic Odysseys of Theros)
Amasis, Arkara: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Anastrasya Karelova: See Vampire Spawn, Anastrasya Karelova.
Ancestor Ghost: See Ghost Ancestor.
Angry Ghost: See Ghost Angry.
Ancient Black Dracolich: See Dracolich White Ancient.
Ancient Dracolich Black: See Dracolich White Ancient.
Ancient Dracolich White: See Dracolich White Ancient.
Ancient Gold Undead Dragon: See Undead Dragon Gold Ancient.
Ancient Vampire: See Vampire Ancient.
Ancient White Dracolich: See Dracolich White Ancient.
Anemone Zombified: See Zombie Zombified Anemone
Angelica: See Vampire Spawn, Angelica.
Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Animal Zombie: See Zombie Animal.
Animal Zombie Cat: See Zombie Animal Cat.
Animal Zombie Rat: See Zombie Animal Rat.
Animal Zombie Snake: See Zombie Animal Snake.
Ankylosaurus Zombie: See Zombie Ankylosaurus.
Anointed: See Zombie Tame, Anointed.
Apparition Hate-Filled, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Aquatic Beast Harmless Zombified: See Zombie Zombified Harmless Aquatic Beast.
Aquatic Ghoul: See Ghoul Aquatic.
Archlich: See Lich Archlich.
Archlich Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Archlich Orgupash: See Lich, Archlich Orgupash.
Archlich Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Archmage Undead: See Undead Archmage.
Arcturia: See Lich, Arcturia.
Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Ariel the Heavy: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Arik Stillmarsh: See Vampire, Arik Stillmarsh, Womford Bat.
Arkara Amasis: See Lich Ravenfolk Sorcerer, Arkara Amasis.
Arm Severed Undead Archmage: See Undead Archmage Arm Severed.
Armature Glass: See Glass Armature.
Arnsfirth, Heldrun: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Artist Blind: See Undead Servant of Acererak Blind Artist.
Artor Mortin: See Vampire, Artor Mortin, The Baron of Blood.
Arundil: See Ghost Insane Mage Dwarf, Arundil.
Aryk: See Vampire Spawn, Aryk.
Assassin Shadow: See Shadow Assassin.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors. (Eberron: Rising from the Last War)
Ascetic Drowned: See Drowned Ascetic.
Ash Zombie: See Zombie Ash.
Assassin Drowned: See Drowned Assassin.
Assassin's Ghost: See Ghost Assassin's.
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago. (Tomb of Annihilation)
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself. (Plane Shift: Zendikar)
Avatar of Death: ?
Axeholm's Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Ayocuan: See Wight, Ayocuan.
Azalin: See Lich, Azalin.
Baelnorn: ?
Balenus: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Bandit Returned: See Returned Bandit.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf. (D&D Basic Rules Version 1.0)
This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. (Monster Manual)
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters. (Monster Manual)
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom. (Monster Manual)
The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death. (Monsters & Creatures: A Young Adventurer's Guide)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
The woeful banshee is a spiteful creature formed from the spirit of a female elf. (DM Basic Rules V0.5)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
A banshee is the hateful spirit of a once-beautiful female elf. (Essentials Kit)
This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act. (Icewind Dale – Rise of the Frost Maiden)
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Maatkare Abastet: ?
Banshee, Miraal: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy. (Essentials Kit)
Banshee, Patrina Velikovna: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here. (Curse of Strahd)
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees. (Waterdeep Dungeon of the Mad Archmage)
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity. (Waterdeep Dungeon of the Mad Archmage)
Banshee, Vyldara: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. (Essentials Kit)
Banshee, Yurtriel, The Primal Scream: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee. (Return to Glory)
Barnabas: See Flameskull, Barnabas.
Baron Metus: See Vampire, Baron Metus.
Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
Baron of Doresh: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Baron Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Baroness of Doresh: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Bartho: See Vampire Spawn, Bartho.
Bat Womford: See Vampire, Arik Stillmarsh, Womford Bat.
Beast Skeletal: See Skeletal Beast.
Beggar Ghoul: See Ghoul Beggar.
Behir Undead: See Undead Behir.
Beholder Death Tyrant: See Death Tyrant, Beholder Death Tyrant.
Beholder Zombie: See Zombie Beholder.
Benevolent Green-Aligned Geist: See Geist Benevolent Green-Aligned.
Berg, Conessa: See Zombie Giant Frost, Jarl Conessa Berg.
Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Black Oak of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Blackfly, Drago: See Ghoul Darakhul, Duke Drago Blackfly.
Blacksmith Risen: See Unhallowed Risen Blacksmith.
Blade Drowned: See Drowned Blade.
Bladelord, Naergoth: See Wight, Naergoth Bladelord.
Blood Drinker Vampire: See Vampire Blood Drinker.
Blood Zombie: See Zombie Blood.
Blue Adult Dracolich: See Dracolich Blue Adult.
Blue Lady: See Ghost, The Blue Lady.
Bodak: A bodak is the undead remains of someone who revered Orcus. (Volo's Guide to Monsters)
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. (Volo's Guide to Monsters)
These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death. (Ghosts of Saltmarsh)
A bodak is the undead remains of someone who revered Orcus. (Tomb of Annihilation)
Bodak, Hierophants of Annihilation: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. (Volo's Guide to Monsters)
Bodyguard Undead: See Undead Bodyguard.
Bodyguard Wight: See Wight Bodyguard.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. (Monster Manual)
Bone Naga, Hexacali: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti. (Waterdeep Dungeon of the Mad Archmage)
Bone Naga, Ukurlahmu: ?
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead. (Mordenkainen's Tome of Foes)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires. (Mordenkainen's Tome of Foes)
Bonehand, Wierdunn: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Brain Elder Undead: See Undead Elder Brain.
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires. (Icewind Dale – Rise of the Frost Maiden)
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars. (Icewind Dale – Rise of the Frost Maiden)
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars. (Icewind Dale – Rise of the Frost Maiden)
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. (Icewind Dale – Rise of the Frost Maiden)
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body. (Icewind Dale – Rise of the Frost Maiden)
Brain in a Jar, Alton: ?
Brain in a Jar, Broderick: ?
Brain in a Jar, Corliss: ?
Brain in a Jar, Dunstan: ?
Brain in a Jar, Editha: ?
Brain in a Jar, Enlightened One: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life. (Lost Laboratory of Kwalish (5e))
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Grand Master: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body. (Lost Laboratory of Kwalish (5e))
Brain in a Jar, Keoghtom: ?
Brain in a Jar, Nolzur: ?
Brain in a Jar, Quaal: ?
Brain in a Jar, Queen Ehlissa: ?
Brain in a Jar, Tuerney the Merciless: ?
Brain in a Jar, Veneranda: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid. (Icewind Dale – Rise of the Frost Maiden)
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror. (Icewind Dale – Rise of the Frost Maiden)
Branta Lyntion: See Demilich, Branta Lyntion.
Branta Lyntion: See Lich, Branta Lyntion.
Brek: See Vampire Spawn, Brek.
Brizzenbright, Malkolm See Ghost, Malkolm Brizzenbright.
Broderick: See Brain in a Jar, Broderick.
Brother Kolat: See Ghost, Kolat Brother.
Brysis of Khaem: See Wraith, Brysis of Khaem.
Bulette Undead: See Undead Bulette.
Bundle Strange of White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Burrow Warden Jadger: See Ghost, Burrow Warden Jadger.
Burning Skeleton: See Skeleton Burning.
Burster: See Zombie Husk Burster.
Cadavix: See Ghost, High Necromancer Cadavix.
Caladorn Cassalanter: See Ghost, Caladorn Cassalanter.
Calimara: See Ghost, Calimara.
Callia: See Vampire Spawn, Callia.
Captain Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Carmine: See Vampire Neonate, Twin of Mauer Estate, Carmine.
Cassalanter, Caladorn: See Ghost, Caladorn Cassalanter.
Cat Animal Zombie: See Zombie Animal Cat.
Cat Zombie Animal: See Zombie Animal Cat.
Catfolk Mummy: See Mummy Catfolk Mummy.
Cave Dragon Dracolich: See Dracolich Dragon Cave.
Centaur Ghost: See Ghost Undead Centaur.
Centaur Mummy: See Mummy Centaur.
Ch'gakare: See Ch'gakare, Undead Warrior.
Charinidia: See Banshee, Charinidia.
Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Chieftan Javor: See Revenant, Chieftan Javor.
Child Twin Spirit: See Spirit Twin Child.
Chosen of Auril Deathlock Wight, Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Chultan Zombie: See Zombie Chultan.
Citizen Aerorian Ghost: See Ghost Aerorian Citizen
Claw Great: See Ghost Worg, Great Claw.
Cloud Giant: See Giant Cloud.
Cloud Giant Ghost: See Ghost Giant Cloud,.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life. (Icewind Dale – Rise of the Frost Maiden)
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure. (Icewind Dale – Rise of the Frost Maiden)
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden. (Icewind Dale – Rise of the Frost Maiden)
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker. (Icewind Dale – Rise of the Frost Maiden)
Commander Balenus of the Ghost Knights: See Vampire Warrior, Commander Balenus of the Ghost Knights.
Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Consortium of Three: See Flameskull, Consortium of Three.
Corliss: See Brain in a Jar, Corliss.
Council Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Count Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Count Warrin: See Vampire, Count Warrin.
Countess Urzana Dolingen of Morgau: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. (Monster Manual)
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails. (Monster Manual)
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers. (Monster Manual)
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed. (Monster Manual)
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. (Monster Manual) Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw. (Monster Manual)
This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld. (Waterdeep Dragonheist)
Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Crawling Strahd Zombie: See Zombie Strahd Crawling.
Creature Skeletal: See Skeletal Creature.
Crimson Mist: See Vampiric Mist, Crimson Mist.
Crisann: See Will-o'-Wisp, Crisann.
Ctenmiir: See Vampire, Ctenmiir.
Ctenmiir: See Vampire Dwarf, Ctenmiir.
Cyrog: See Undead Elder Brain, Cyrog.
d'Vol, Erandis: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Dalaen, Old: See Ghost, Old Dalaen.
Dangerous Undead: See Undead Dangerous.
Darakhul: See Ghoul Darakhul.
Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Darvanos: See Vampire Spawn, Darvanos.
Dead Hag Sea Spirit: See Spirit Dead Hag Sea.
Dead Restless: See Restless Dead.
Dead Risen: See Risen Dead.
Dead Sailor Spirit: See Spirit Dead Sailor.
Dead Soul-Bound: See Undead Soul-Bound, Soul-Bound Dead.
Dead Sea Hag Spirit: See Spirit Dead Hag Sea.
Dead Vengeful: See Vengeful Dead.
Dead Walking: See Walking Dead.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. (Monster Manual)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Antipaladin Oath of the Giving Grave Undying Sentinel power. (Midgard Worldbook for 5th Edition and Pathfinder)
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Lord Soth: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight. (Monster Manual)
Death Knight, Olanthius: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze. (Baldur's Gate Descent Into Avernus)
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty. (Baldur's Gate Descent Into Avernus)
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore. (Baldur's Gate Descent Into Avernus)
Death Knight, Pentrakath: ?
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight. (Waterdeep Dungeon of the Mad Archmage)
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight. (Waterdeep Dungeon of the Mad Archmage)
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. (Monster Manual)
When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant. (Volo's Guide to Monsters)
Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant. (Waterdeep Dungeon of the Mad Archmage)
Death Tyrant, Netherskull: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull. (Waterdeep Dungeon of the Mad Archmage)
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy. (Wayfinders Guide to Eberron)
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants. (Wayfinders Guide to Eberron)
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave. (Mordenkainen's Tome of Foes)
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron. (Mordenkainen's Tome of Foes)
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers. (Mordenkainen's Tome of Foes)
Deathlock Wight Chosen of Auril, Heldrun Arnsfirth: ?
Deathwisp: ?
Defender of the Realm: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Defender Undead: See Undead Defender.
Defiler of Wizards: See Wraith, Klannk, Defiler of Wizards.
Delvingstone, Keresta: See Vampire Cleric, Keresta Delvingstone.
Delvingstone, Keresta: See Vampire Spawn, Keresta Delvingstone.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form. (Monster Manual)
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich. (Monster Manual)
Demilich, Acererak: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
A demilich is what becomes of a lich that neglects to feed souls into its phylactery. (Icewind Dale – Rise of the Frost Maiden)
Demilich, Branta Lyntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster. (Waterdeep Dungeon of the Mad Archmage)
Demilich, Kazit Gul: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich. (Tales of the Yawning Portal)
Demilich, Oleyahs: ?
Demilich Acererak Disciple: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed. (Monster Manual)
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery. (Monster Manual)
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs. (Monster Manual)
Demilich Netherese, Iriolarthas: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach. (Icewind Dale – Rise of the Frost Maiden)
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death. (Icewind Dale – Rise of the Frost Maiden)
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust. (Icewind Dale – Rise of the Frost Maiden)
Derro Ghoulish: See Ghoul Ghoulish Derro.
Desiccated Mummy: See Mummy Desiccated, Mummy, Zombie.
Deviana: See Vampire Spawn, Deviana.
Devkarin Lich: See Lich Devkarin.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. (Volo's Guide to Monsters)
Dezmyr Shadowdusk: See Death Knight, Dezmyr Shadowdusk.
Diderius: See Mummy Lord, Diderius.
Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Dolingen, Urzana: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Doresain: See Ghoul, Doresain.
Doru: See Vampire Spawn, Doru.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. (Monster Manual)
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones. (Monster Manual)
Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form. (Monster Manual)
The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair. (Sword Coast Adventurer's Guide)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (The Rise of Tiamat)
The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster. (Tyranny of Dragons)
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path." (Tyranny of Dragons)
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory. (Tyranny of Dragons)
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches. (Tyranny of Dragons)
Dracolich, Kistarianth the Red: ?
Dracolich Adult Blue: See Dracolich Blue Adult.
Dracolich Adult Red: See Dracolich Red Adult
Dracolich Ancient Black: See Dracolich Black Ancient.
Dracolich Ancient White: See Dracolich White Ancient.
Dracolich Black Ancient, Oracs the Enduring: ?
Dracolich Blue Adult: ?
Dracolich Blue Adult, Lynnorax: ?
Dracolich Blue Adult, Zizokrishka: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable. (Candlekeep Mysteries)
Dracolich Dragon Cave, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind. (Midgard Worldbook for 5th Edition and Pathfinder)
Dracolich Red Adult: ?
Dracolich White Ancient, Vorugal: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich. (Explorer's Guide to Wildemount)
Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Dragon Black Wyrmling Undead: See Undead Dragon Black Wyrmling.
Dragon Ancient Gold Undead: See Undead Dragon Gold Ancient.
Dragon Spectral: See Spectral Dragon.
Dragonson, Thurso: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Drakareth: See Wraith, Drakareth.
Draugir: See Undead Mount, Draugir.
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar. (Tales of the Yawning Portal)
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time. (Tales of the Yawning Portal)
Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life. (Tyranny of Dragons)
No race is immune from being transformed into a dread warrior. (Tyranny of Dragons)
Drelzna: See Vampire, Drelzna.
Drifter Returned: See Returned Drifter.
Drinker Blood Vampire: See Vampire Blood Drinker.
Drinker Mind Vampire: See Vampire Mind Drinker.
Drovath Harrn: See Wight, Drovath Harrn.
Drow Ghoul: See Ghoul Drow.
Drow One-Handed Skeleton: See Skeleton Drow One-Handed.
Drow Skeleton : See Skeleton Drow.
Drow Vampire: See Vampire Drow.
Drow Zombie: See Zombie Drow.
Drowned, Drowned One, Drowned Undead, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones. (Ghosts of Saltmarsh)
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones. (Ghosts of Saltmarsh)
The undead remains of those who lost their lives when their ships sunk. (Locathah Rising (5e))
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea. (Locathah Rising (5e))
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning. (Locathah Rising (5e))
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures. (Locathah Rising (5e))
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars. (Locathah Rising (5e))
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army. (Locathah Rising (5e))
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead. (Locathah Rising (5e))
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars. (Locathah Rising (5e))
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: Gar Shatterkeel Lair Action. (Locathah Rising (5e))
Drowned Master: ?
Drowned One: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Undead: See Drowned, Drowned One, Drowned Undead, Walker.
Drowned Master, Syrgaul Tammeraut: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers. (Ghosts of Saltmarsh)
Drudge Fungus: See Fungus Drudge.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees. (Baldur's Gate Descent Into Avernus)
du Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Duchess Angvyr Ssetha: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Duchess Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Duergar Mummy: See Mummy Duergar.
Duergar Mummy Lord: See Mummy Lord Duergar.
Duhlark Kolat: See Flameskull, Duhlark Kolat.
Duke Borag the Executioner: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Duke Drago Blackfly: See Ghoul Darakhul, Duke Drago Blackfly.
Duke Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Duke Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Duke of Morgau: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Duke Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Dunstan: See Brain in a Jar, Dunstan.
Durst, Rosavalda: See Ghost, Rosavalda Durst, Rose.
Durst, Thornboldt: See Ghost, Thornboldt Durst, Thorn.
Dust Goblin Ghost: See Ghost Dust Goblin.
Dwarf Castellan: See Ghoul, Axeholm's Dwarf Castellan.
Dwarf Skeleton: See Skeleton Dwarf.
Dwarf Specter: See Specter Dwarf.
Dwarf Tomb: See Wight, Tomb Dwarf.
Dwarf Vampire: See Vampire Dwarf.
Dwarf Zombie: See Zombie Dwarf.
Dwarven Ghost: See Ghost Dwarven.
Editha: See Brain in a Jar, Editha.
Ehlissa: See Brain in a Jar, Queen Ehlissa.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. (Mordenkainen's Tome of Foes)
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. (Mordenkainen's Tome of Foes)
Eidolon: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned; its identity manifests as a spirit-like eidolon. (Mythic Odysseys of Theros)
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Eidolon, Phenax: ?
Eidolon Flitterstep: ?
Eidolon Flitterstep, Varyas: ?
Eidolon Ghostblade: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles. (Mythic Odysseys of Theros)
Eigeron: See Ghost Giant Cloud, Eigeron.
Elder Brain Undead: See Undead Elder Brain.
Elder Vampire: See Vampire Elder.
Eldrath: See Vampire Spawn Human, Eldrath.
Elf Lich: See Lich Elf.
Elf Moon Mummy: See Mummy Elf Moon.
Elf Specter: See Specter Elf.
Elf Spirit: See Spirit Elf.
Elf Undead: See Undead Elf.
Elf Vampire: See Vampire Elf.
Elfshadow: ?
Eloghar Vorghesht: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Elven Wizard Ghost: See Ghost Elven Wizard.
Emperor Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Emperor Vilmos Marquering: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Enezesku: See Ghost Obzedat, Enezesku.
Enlightened One: See Brain in a Jar, Enlightened One.
Ephram, Zil: See Zombie, Zil Ephram.
Erasmus Van Richten: See Vampire, Erasmus Van Richten.
Erandis d'Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erandis Vol: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Erebos: See Returned, Erebos.
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual). (Guildmasters Guide to Ravnica)
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence. (Guildmasters Guide to Ravnica)
Escher: See Vampire Spawn, Escher.
Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army. (Plane Shift: Amonkhet)
Evil Undead: See Undead Evil.
Exethanter: See Lich, Exethanter.
Eye of Anu-Akma: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Ezra: See Vampire Spawn, Ezra.
Ezzat: See Lich, Ezzat.
Fallen Mage: See Unhallowed Fallen Mage.
Fallen Warrior: See Unhallowed Fallen Warrior.
Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Father Lucian: See Vampire Spawn, Father Lucian.
Fautomni: See Ghost Obzedat, Fautomni.
Ferol Sal: See Wight, Ferol Sal.
Fey Lord of the Grisal Marches: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Fidelio: See Ghost, Fidelio.
Fierce Horror Undead: See Undead Horror Fierce.
Fierce Undead Horror: See Undead Horror Fierce.
Fiery Zombie: See Zombie Fiery.
Fishbone Jim: See Ghost, Fishbone Jim.
Fistandantalus: See Undying Wizard, Fistandantalus.
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Monster Manual)
After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command. (Curse of Strahd)
Flameskulls-constructs made from the remains of dead wizards-guard the temple. (Curse of Strahd)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons Starter Set Stranger Things)
Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Dungeons & Dragons vs Rick and Morty)
Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation. (Lost Mine of Phandelver)
Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices. (Waterdeep Dungeon of the Mad Archmage)
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards. (Waterdeep Dungeon of the Mad Archmage)
Flameskull, Barnabas: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull. (Baldur's Gate Descent Into Avernus)
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity. (Candlekeep Mysteries)
Flameskull, Duhlark Kolat: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull. (Waterdeep Dragonheist)
Flameskull, Trenzia: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull. (Waterdeep Dungeon of the Mad Archmage)
Flitterstep Eidolon: See Eidolon Flitterstep.
Folly, Silas: See Ghoul Darakhul, Silas Folly.
Free-Thinking Soldier Undead: See Undead Soldier Free-Thinking.
Free-Thinking Undead Soldier: See Undead Soldier Free-Thinking.
Frost Giant: See Giant Frost.
Frost Giant Skeleton: See Skeleton Giant Frost.
Frost Giant Zombie: See Zombie Giant Frost.
Frug: See Mummy Gnome, Frug.
Fungal Servant: ?
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies. (Guildmasters Guide to Ravnica)
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed. (Guildmasters Guide to Ravnica)
Furdahl, Mynarc: See Undead Warlock, Mynarc Furdahl.
Garke, Halleth: See Revenant, Halleth Garke.
Gaston: See Vampire Spawn, Gaston.
Gath: See Lich-Priest Gath.
Geist: The restless spirits of the dead. (Plane Shift: Innistrad)
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep. (Plane Shift: Innistrad)
Geists have always been a presence on Innistrad. (Plane Shift: Innistrad)
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life. (Plane Shift: Innistrad)
Geist Benevolent Green-Aligned: Rarely, human spirits return as benevolent green-aligned geists. (Plane Shift: Innistrad)
Geist Green-Aligned Benevolent: See Geist Benevolent Green-Aligned.
Geist Red-Aligned Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists. (Plane Shift: Innistrad)
General Yael: See Ghost, General Yael.
Ghast: See Ghoul Ghast.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (D&D Basic Rules Version 1.0)
A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life. (Monster Manual)
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. (Monster Manual)
It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait. (Candlekeep Mysteries)
This particular ghost is all that remains of a person drained of life by Strahd. (Curse of Strahd)
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. (DM Basic Rules V0.5)
The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest. (Dungeon Master's Guide)
As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts. (Eberron: Rising from the Last War)
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains. (Eberron: Rising from the Last War)
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns. (Eberron: Rising from the Last War)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city. (Eberron: Rising from the Last War)
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell. (Eberron: Rising from the Last War)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
Ghosts might linger in a manifest zone associated with Dolurrh. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. (Guildmasters Guide to Ravnica)
A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death. (Lost Laboratory of Kwalish (5e))
Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead. (Mythic Odysseys of Theros)
Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger. (Out of the Abyss)
All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately. (Tales of the Yawning Portal)
The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane. (Midgard Worldbook for 5th Edition and Pathfinder)
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost, Algarr Grimtide: ?
Ghost, Alina: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Burrow Warden Jadger: ?
Ghost, Caladorn Cassalanter: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep. (Waterdeep Dragonheist)
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor." (Waterdeep Dragonheist)
Ghost, Calimara: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank. (Ghosts of Saltmarsh)
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Fishbone Jim: ?
Ghost, General Yael: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword. (Baldur's Gate Descent Into Avernus)
Ghost, High Necromancer Cadavix: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Ilda: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (The Rise of Tiamat)
Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. (Tyranny of Dragons)
This is a creature whose spirit is tied to the world out of anguish. (Tyranny of Dragons)
Ghost, Janth Alowar: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Kolat Brother: ?
Ghost, Lazlo Ulrich: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina. (Curse of Strahd)
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Malkolm Brizzenbright The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place. (Waterdeep Dragonheist)
Ghost, Old Dalaen: ?
Ghost, Patsy McRoyne: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. (Acquisitions Incorporated)
Ghost, Pelek: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido, (Out of the Abyss)
Ghost, Pfinston Nezzelech: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark. (Eberron: Rising from the Last War)
Ghost, Pidlwick: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Ghost, Prince Ariel du Plumette, Ariel the Heavy: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. (Curse of Strahd)
Ghost, Reulek: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest. (Princes of the Apocalypse)
Ghost, Rosavalda Durst, Rose: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Sorlan: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room. (Tales of the Yawning Portal)
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. (Baldur's Gate Descent Into Avernus)
Ghost, The Blue Lady: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite. (Return to Glory)
Ghost, The White Lady of Lac Dinneshere: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Ghost, Thornboldt Durst, Thorn: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death. (Curse of Strahd)
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger. (Curse of Strahd)
Ghost, Udhask: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot. (Out of the Abyss)
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple. (Waterdeep Dungeon of the Mad Archmage)
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service. (Baldur's Gate Descent Into Avernus)
Ghost, Zyrian the Scrivener: ?
Ghost Aerorian Citizen: ?
Ghost Ancestor: ?
Ghost Angry: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles. (Wayfinders Guide to Eberron)
Ghost Assassin's: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi. (Curse of Strahd)
Ghost Citizen Aerorian: See Ghost Aerorian Citizen
Ghost Cloud Giant: See Ghost Giant Cloud.
Ghost Council: See Ghost Obzedat, Ghost Council, Patriarch.
Ghost Dust Goblin, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: ?
Ghost Dwarven: ?
Ghost Elven Wizard: ?
Ghost Ghostly Drake: ?
Ghost Giant Cloud: ?
Ghost Giant Cloud, Eigeron: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn. (Storm King's Thunder)
Ghost Grieving, Sarah: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor. (Candlekeep Mysteries)
Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Ghost Hooded, Ruid: ?
Ghost Hostile: ?
Ghost Insane Mage Dwarf, Arundil: Arundil's ghost is tormented by grief and shame over abandoning his kin to die. (Tales of the Yawning Portal)
Ghost Merfolk, Siburath: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain. (Tortle Package (5e))
Ghost Obzedat, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes. (Guildmasters Guide to Ravnica)
Ghost Obzedat, Karlov, Grandfather: ?
Ghost Obzedat, Enezesku: ?
Ghost Obzedat, Fautomni: ?
Ghost Obzedat, Vuliev: ?
Ghost Obzedat, Xil Xaxosz: ?
Ghost Orc, Hinsha: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death. (Return to Glory)
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power. (Return to Glory)
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing. (Return to Glory)
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.(Return to Glory)
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients. (Return to Glory)
Ghost Restless: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business. (Mythic Odysseys of Theros)
Ghost Spellcasting, Nass Lantomir: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. (Icewind Dale – Rise of the Frost Maiden)
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone. (Icewind Dale – Rise of the Frost Maiden)
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb. (Icewind Dale – Rise of the Frost Maiden)
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book. (Icewind Dale – Rise of the Frost Maiden)
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk. (Icewind Dale – Rise of the Frost Maiden)
Ghost Undead: See Undead Ghost.
Ghost Undead Centaur: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghost Vengeful: ?
Ghost Worg, Great Claw: Great Claw was the leader of the worgs when the city fell. (Return to Glory)
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on. (Return to Glory)
Ghostblade Eidolon: See Eidolon Ghostblade.
Ghostly Adventurer: See Spirit, Phantom, Ghostly Adventurer.
Ghostly Drake: See Ghost Ghostly Drake.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall. (Icewind Dale – Rise of the Frost Maiden)
Ghostly Undead: See Undead Restless, Ghostly Undead.
Ghostly Undead Spirit: See Undead Spirit Ghostly.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
Maurezhi Bite attack.(Mordenkainen's Tome of Foes)
Nabassu Stoul Stealing Gaze attack.(Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. (Acquisitions Incorporated)
These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms. (Baldur's Gate Descent Into Avernus)
When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. (Essentials Kit)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.” (Waterdeep Dungeon of the Mad Archmage)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Muiral made the ghouls using the corpses of adventurers and drow. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
Create Undead spell. (5e SRD v 5.1)
Create Undead spell. (Player's Handbook)
Animate Ghoul spell. (Midgard Worldbook for 5th Edition and Pathfinder)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Orcus lair action. (Out of the Abyss)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul: See Unhallowed, Ghoul.
Ghoul, Axeholm's Dwarf Castellan: ?
Ghoul, Doresain: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch. (Monster Manual)
Ghoul, Ghul King: ?
Ghoul Aquatic: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite. (Princes of the Apocalypse)
Ghoul Beggar: ?
Ghoul Darakhul: ?
Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Ghoul Darakhul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Ghoul Darakhul, Duke Drago Blackfly: ?
Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Ghoul Darakhul, Duke Leander Stross: ?
Ghoul Darakhul, Duke Wierdunn Bonehand: ?
Ghoul Darakhul, Emperor Nicoforus The Pale: ?
Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang: ?
Ghoul Darakhul, Haresha Winterblood: ?
Ghoul Darakhul, Saint Whiteskull of Brastilor: ?
Ghoul Darakhul, Silas Folly: ?
Ghoul Darakhul, Tonderil the Bonebreaker: ?
Ghoul Darakhul, Vermesail the Gravedancer: ?
Ghoul Darakhul Monk, Sated Fang: ?
Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Ghoul Darakhul Necrophage, Valengurd the Confessor: ?
Ghoul Drow: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. (Waterdeep Dungeon of the Mad Archmage)
Ghoul Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. (Monster Manual)
Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. (Acquisitions Incorporated)
This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death. (Ghosts of Saltmarsh)
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Animate Ghoul spell, 4th level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Ghoul Ghast Hungry: ?
Ghoul Ghoulish Derro: ?
Ghoul Imperial: ?
Ghoul Iron: ?
Ghoul Lacedon: ?
Ghoul Large: Animate Ghoul spell, 3rd level slot. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghoul Screaming: ?
Ghoulish Derro: See Ghoul Ghoulish Derro.
Ghul King: See Ghoul, Ghul King.
Giant Cloud Ghost: See Ghost Giant Cloud.
Giant Frost Skeleton: See Skeleton Giant Frost.
Giant Frost Zombie: See Zombie Giant Frost.
Giant Skeleton: See Skeleton Giant.
Giant Storm Skeleton: See Skeleton Giant Storm.
Giant Turtle Undead: See Undead Turtle Giant.
Giant Undead: See Haunting Ancestor, Undead Giant.
Giant Undead Turtle: See Undead Turtle Giant.
Gideon Lightward: See Undead Priest, Gideon Lightward.
Gilgeam: ?
Girallon Zombie: See Zombie Girallon.
Githyanki Lich: See Lich Githyanki.
Glass Armature: ?
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated. (Guildmasters Guide to Ravnica)
Gloine Nathair-Nathair: See Undead Medusa, Gloine Nathair-Nathair.
Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Gnogrot Milkeye: See Lich Goblin, Gnogrot Milkeye.
Gnoll Undead: See Undead Gnoll.
Gnoll Vampire: See Vampire Gnoll.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling. (Volo's Guide to Monsters)
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings. (Volo's Guide to Monsters)
Gnome Mummy: See Mummy Gnome.
Goblin Ghost Head Goblin Horror: See Zombie Ghost Head Goblin Horror.
Goblin King Dizzerax: See Mummy Mummified Goblin King Dizzerax.
Goblin Lich: See Lich Goblin.
God Undead: See Undead God.
God Vampire: See Vampire God.
God-King Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
God-King Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
God-Wizard Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Gold Ancient Dragon Undead: See Undead Dragon Gold Ancient.
Gorka Tharn: See Mummy Lord Duergar, Gorka Tharn.
Gorra: See Wight, Withers, Gorra.
Grand Master: See Brain in a Jar, Grand Master.
Grandfather: See Ghost Obzedat, Karlov, Grandfather.
Gray Thirster, Grey Thirster: ?
Grazthrae: See Banshee, Grazthrae.
Great Claw: See Ghost Worg, Great Claw.
Greater Zombie: See Zombie Greater.
Green-Aligned Benevolent Geist: See Geist Benevolent Green-Aligned.
Grey Thirster: See Gray Thirster, Grey Thirster.
Grieving Ghost: See Ghost Grieving.
Grimtide, Algarr: See Ghost, Algarr Grimtide.
Guardian Skeleton: See Skeleton Guardian.
Guardian Undead: See Undead Guardian.
Gul, Kazit: See Demilich, Kazit Gul.
Gul, Kazit: See Lich, Kazit Gul.
Gwilym, Godfrey: See Revenant, Sir Godfrey Gwilym.
Hag Sea Dead Spirit: See Spirit Dead Hag Sea.
Halleth Garke: See Revenant, Halleth Garke.
Hands of the Dead: ?
Haresha Winterblood: See Ghoul Darakhul, Haresha Winterblood.
Harmless Aquatic Beast Zombified: See Zombie Zombified Harmless Aquatic Beast.
Harrn, Drovath: See Wight, Drovath Harrn.
Hask Malevanor: See Mummy, Abactor Hask Malevanor.
Hate-Filled Apparition, Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Haunting Ancestor, Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst. (Midgard Worldbook for 5th Edition and Pathfinder)
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants. (Midgard Worldbook for 5th Edition and Pathfinder)
Hector: See Vampire Spawn, Hector.
Hekella: See Vampire Spawn, Hekella.
Heldrun Arnsfirth: See Deathlock Wight Chosen of Auril, Heldrun Arnsfirth.
Helmdar: See Skeleton Giant Storm, Helmdar.
Heir to the Twin Thrones: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Helga Ruvak: See Vampire Spawn, Helga Ruvak.
Hexacali: See Bone Naga, Hexacali.
Hierophants of Annihilation: See Bodak, Hierophants of Annihilation.
High Necromancer Cadavix: See Ghost, High Necromancer Cadavix.
High Priest Jellified Kenku Undead: See Undead Kenku Jellified High Priest.
High Priest Kenku Jellified Undead: See Undead Kenku Jellified High Priest.
High Priest of Vardesain: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
High Priest Undead Jellified Kenku: See Undead Kenku Jellified High Priest.
High Priest Undead Kenku Jellified: See Undead Kenku Jellified High Priest.
Hinsha: See Ghost Orc, Hinsha.
Hooded Ghost: See Ghost Hooded.
Horngaard, Vladimir: See Revenant, Vladimir Horngaard.
Horrible Undead: See Undead Horrible.
Horror: See Zombie Ghost Head Goblin Horror.
Horror Fierce Undead: See Undead Horror Fierce.
Horror Undead: See Undead Horror.
Horror Unnamable: See Undead Spirit of Unnamable Horror.
Horse Skeletal: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Horse Undead: See Undead Horse.
Hostile Ghost: See Ghost Hostile.
Howler: See Wraith Worg, Howler.
Human Vampire: See Vampire Human.
Human Vampire Spawn: See Vampire Spawn Human.
Human Well-Preserved Zombie: See Zombie Human Well-Preserved.
Human Zombie: See Zombie Human.
Humanoid Skeleton: See Skeleton Humanoid.
Hungry Ghast: See Ghoul Ghast Hungry.
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them. (Midgard Worldbook for 5th Edition and Pathfinder)
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades. (Midgard Worldbook for 5th Edition and Pathfinder)
Hunt Lord: See Wight, Hunt Lord.
Husk Zombie: See Zombie Husk.
Ibbalan the Illustrious: See Undead Dragon Gold Ancient, Ibbalan the Illustrious.
Icewind Kobold Zombie: See Zombie Kobold Icewind.
Ilda: See Ghost, Ilda.
Illithilich: See Mind Flayer Lich, Illithilich.
Illmarrow, Lady: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Ilsuban: See Vampire Spawn, Ilsuban.
Imbued With Positive Energy Undead: See Undead Imbued With Positive Energy.
Imperial Ghoul: See Ghoul Imperial.
Incorporeal Undead: Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Indentured Spirit: See Spirit Indentured.
Ineca Sufocan: See Vampire Elf, Captain Ineca Sufocan.
Iniarv: See Lich, Iniarv.
Insane Ghost: See Ghost Insane.
ir'Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Iriolarthas: See Demilich Netherese, Iriolarthas.
Iriolarthas: See Lich Netherese, Iriolarthas.
Iron Ghoul: See Ghoul Iron.
Irsu Thanetsi Khamet: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Issem: See Vampire Human, Issem.
Ivliskova, Sasha: See Vampire Spawn, Sasha Ivliskova.
Ivy Poison White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Jadger: See Ghost, Burrow Warden Jadger.
Jander Sunstar: See Vampire, Jander Sunstar.
Janth Alowar: See Ghost, Janth Alowar.
Jarad Vod Savo: See Lich Elf, Jarad Vod Savo.
Jarl Conessa Berg: See Zombie Giant Frost, Jarl Conessa Berg.
Javor: See Revenant, Chieftan Javor.
Jeff Magic: See Lich, Jeff Magic.
Jelayne: See Skeleton Unusual, Jelayne.
Jellified High Priest Kenku Undead: See Undead Kenku Jellified High Priest.
Jellified High Priest Undead Kenku: See Undead Kenku Jellified High Priest.
Jellified Kenku High Priest Undead: See Undead Kenku Jellified High Priest.
Jellified Kenku Undead High Priest: See Undead Kenku Jellified High Priest.
Jim Fishbone: See Ghost, Fishbone Jim.
Juggernaut Skeletal: See Skeletal Juggernaut.
Kaius I: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Kakomantis Returned: See Returned Kakomantis.
Kaltro, Sephek: See Sephek Kaltro.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin: See Ghost Dust Goblin Ghost, Kamelk Twice-Killed, Chieftain of the Ghost Head Goblin.
Karelova, Anastasya: See Vampire Spawn, Anastrasya Karelova.
Karlov: See Ghost Obzedat, Karlov, Grandfather.
Karrnathi Undead: See Undead Karrnathi.
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living. (Eberron: Rising from the Last War)
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers. (Eberron: Rising from the Last War)
Kas the Bloody Handed: See Vampire, Kas the Bloody Handed.
Kazit Gul: See Demilich, Kazit Gul.
Kazit Gul: See Lich, Kazit Gul.
Kazraat, Shaxan: See Mummy Lord, Shaxan Kazraat.
Keeper of Secrets: See Lich-God, Vecna, Keeper of Secrets.
Keeper of the Red Sisters: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Kenku High Priest Jellified Undead: See Undead Kenku Jellified High Priest.
Kenku High Priest Undead Jellified: See Undead Kenku Jellified High Priest.
Kenku Jellified High Priest Undead: See Undead Kenku Jellified High Priest.
Kenku Jellified Undead High Priest: See Undead Kenku Jellified High Priest.
Kenku Undead High Priest Jellified: See Undead Kenku Jellified High Priest.
Kenku Undead Jellified High Priest: See Undead Kenku Jellified High Priest.
Keoghtom: See Brain in a Jar, Keoghtom.
Keresta Delvingstone: See Vampire Cleric, Keresta Delvingstone.
Keresta Delvingstone: See Vampire Spawn, Keresta Delvingstone.
Key Skeleton: See Skeleton Key.
Khamet, Irsu Thanetsi: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Khazan: See Lich, Khazan.
Kiaransalee: ?
King Kaius ir'Wynarn III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Kaius I of Karrnath: See Vampire, King Kaius ir'Wynarn III, Kaius I.
King Lucan: See Vampire Warrior, King Lucan.
King Shadow: See Lich, Larloch, The Shadow King.
King Undying: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Kistarianth the Red: See Dracolich, Kistarianth the Red.
Klannk: See Wraith, Klannk, Defiler of Wizards.
Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Kobold Icewind Zombie: See Zombie Kobold Icewind.
Kobold Vampire Spawn: See Vampire Spawn Kobold.
Kolat Brother: See Ghost, Kolat Brother.
Kolat, Duhlark: See Flameskull, Duhlark Kolat.
Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Kroval: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Kuluma-Siris: See Lich, God-Wizard Kuluma-Siris.
Lacedon: See Ghoul Lacedon.
Lady Alagondar's Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Lady Blue: See Ghost, The Blue Lady.
Lady Chesmaya: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Lady Illmarrow: See Lich, Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lady Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Lady White: See Specter Poltergeist, The White Lady.
Lantomir, Nass: See Ghost Spellcasting, Nass Lantomir.
Large Ghoul: See Ghoul Large.
Larloch: See Lich, Larloch, The Shadow King.
Lazlo Ulrich: See Ghost, Lazlo Ulrich.
Leander Stross: See Ghoul Darakhul, Duke Leander Stross.
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. (Monster Manual)
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge. (Monster Manual)
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver. (Monster Manual)
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains. (Monster Manual)
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. (Mordenkainen's Tome of Foes)
The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing. (Candlekeep Mysteries)
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures. (Candlekeep Mysteries)
South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks: (Curse of Strahd)
Craft a phylactery and imbue it with the power to contain the beneficiary's soul. (Curse of Strahd)
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired). (Curse of Strahd)
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge." (Curse of Strahd)
A wizard might steal the items needed to create a phylactery and become a lich. (Dungeon Master's Guide)
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight. (Dungeon Master's Guide)
Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power. (Plane Shift: Innistrad)
Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind. (Sword Coast Adventurer's Guide)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Lich, Archlich Orgupash: ?
Lich, Arcturia: ?
Lich, Azalin: ?
Lich, Branta Myntion: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. (Waterdeep Dungeon of the Mad Archmage)
Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich. (Eberron: Rising from the Last War)
Lich, Exethanter: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich. (Curse of Strahd)
Lich, Ezzat: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain. (Waterdeep Dungeon of the Mad Archmage)
Lich, God-Wizard Kuluma-Siris: ?
Lich, Iniarv: ?
Lich, Jeff Magic: ?
Lich, Kazit Gul: ?
Lich, Khazan: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed. (Curse of Strahd)
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Larloch, The Shadow King: ?
Lich, Lottie: ?
Lich, Maddgoth: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Storrev: ?
Lich, Svogthir: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle. (Guildmasters Guide to Ravnica)
Lich, Tarul Var: ?
Lich, Varalla: ?
Lich, Xonthal: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. (Tyranny of Dragons)
Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. (Dungeon Master's Guide)
Lich Archlich, Acererak the Eternal: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak. (Tales of the Yawning Portal)
Lich Devkarin: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari. (Guildmasters Guide to Ravnica)
Various forms of fungus grow in and over the rotting flesh to hold the body together. (Guildmasters Guide to Ravnica)
Lich Elf: ?
Lich Elf, Jarad Vod Savo: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos. (Guildmasters Guide to Ravnica)
Lich Elf, Valindra Shadowmantle: ?
Lich Githyanki, Vlaakith, Lich-Queen: ?
Lich Goblin, Gnogrot Milkeye: ?
Lich Lichen: Lichen liches are the undead remnants of powerful druids. (Candlekeep Mysteries)
Lich Lichen, Xanthoria: Xanthoria was a powerful druid who transformed herself into a lichen lich. (Candlekeep Mysteries)
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders. (Candlekeep Mysteries)
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom. (Candlekeep Mysteries)
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich. (Candlekeep Mysteries)
Lich Lord, Szass Tam: ?
Lich Lord, God, Vecna, The Whispered One: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria. (Explorer's Guide to Wildemount)
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate. (Explorer's Guide to Wildemount)
Lich Netherese, Iriolarthas: ?
Lich Powerful, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lich Ravenfolk Sorcerer, Arkara Amasis: ?
Lich Sort of, Ooze Master: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze. (Tales of the Yawning Portal)
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze. (Tales of the Yawning Portal)
The Ooze Master is a sort of lich. (Tales of the Yawning Portal)
Lich Terrible, Vecna, The Whispered One: ?
Lich-God, Vecna, Keeper of Secrets: ?
Lich-Priest Gath: ?
Lich-Queen: See Lich Githyanki, Vlaakith, Lich-Queen.
Lich-Queen Vol: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Lichen Lich: See Lich Lichen.
Liddie "Slurtongue" Peddlekant: See Ghost, Liddie "Slurtongue" Peddlekant.
Lightdrinker, Zorak: See Vampire Dwarf, Zorak Lightdrinker.
Lightward, Gideon: See Undead Priest, Gideon Lightward.
Liquid Zombie: See Zombie Liquid.
Lord Fandorin: See Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches.
Lord Hunt: See Wight, Hunt Lord.
Lord Mayor Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Lord of the Hand and the Eye: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Lord Soth: See Death Knight, Lord Soth.
Lorekeeper of Ossean: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Lottie: See Lich, Lottie.
Lottie's Palace Staff Skeleton: See Skeleton Lottie's Palace Staff.
Lucan: See Vampire Warrior, King Lucan.
Lucian: See Vampire Spawn, Father Lucian.
Ludmilla Vilisevic: See Vampire Spawn, Ludmilla Vilisevic.
Lynnorax: See Dracolich Blue Adult, Lynnorax.
Lyntion, Branta: See Demilich, Branta Lyntion.
Lyntion, Branta: See Lich, Branta Lyntion.
Maatkare Abastet: See Banshee, Maatkare Abastet.
Mad Dog: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Madannith, Tebran: See Vampire Drow, Tebran Madannith.
Maddgoth: See Lich, Maddgoth.
Mage Fallen: See Unhallowed Fallen Mage.
Mage Undead: See Undead Mage.
Magic, Jeff: See Lich, Jeff Magic.
Maiden Snow: See Snow Maiden.
Malevanor, Hask: See Mummy, Abactor Hask Malevanor.
Malevolent Spirit: See Spirit Malevolent.
Malkolm Brizzenbright See Ghost, Malkolm Brizzenbright.
Marquering, Vilmos: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
Master Drowned: See Drowned Master.
Master Grand: See Brain in a Jar, Grand Master.
Master of the Black Hills: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Master of the Hunt: See Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt.
Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Master Ooze: See Lich Sort of, Ooze Master.
Maurer, Strefan: See Vampire, Strefan Maurer, Strefan the Fiend.
McRoyne, Patsy: See Ghost, Patsy McRoyne.
Mechanical Skeleton: See Skeleton Mechanical.
Medusa Undead: See Undead Medusa.
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place. (Midgard Worldbook for 5th Edition and Pathfinder)
Mera Vacross: See Vampire, Mera Vacross.
Merfolk Ghost: See Ghost Merfolk.
Meskhenit: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Metus: See Vampire, Baron Metus.
Mihaela: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Miirym the Spectral Wyrm: See Spectral Dragon, Miirym the Spectral Wyrm.
Mikalea Soulreaper: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Milkeye, Gnogrot: See Lich Goblin, Gnogrot Milkeye.
Mind Drinker Vampire: See Vampire Mind Drinker.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut. (Volo's Guide to Monsters)
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps. (Volo's Guide to Monsters)
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons. (Volo's Guide to Monsters)
Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding: ?
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. (Volo's Guide to Monsters)
Mindless Undead: See Undead Mindless.
Minion Undead: See Undead Minion.
Minotaur Skeleton: See Skeleton Minotaur.
Minotaur Undead: See Undead Minotaur.
Miraal: See Banshee, Miraal.
Mist Apparition: ?
Modified Skeleton: See Skeleton Modified.
Mold-Encrusted Skeleton: See Skeleton Mold-Encrusted.
Monstrosity Undead: See Undead Monstrosity.
Moon Elf Mummy: See Mummy Elf Moon.
Moonstar, Vanrak: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Morgia, Sandesyl: See Vampire Elf, Sandesyl Morgia.
Mormesk the Wraith: See Wraith, Hate-Filled Apparition, Mormesk the Wraith.
Mortin, Artor: See Vampire, Artor Mortin, The Baron of Blood.
Mother of Destiny: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Mound Shambling Undead: See Undead Shambling Mound.
Mummified: See Mummy Mummified.
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (D&D Basic Rules Version 1.0)
Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse. (Monster Manual)
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages. (Monster Manual)
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise. (Monster Manual)
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose. (Monster Manual)
The mummies are the undead remains of yuan-ti malisons or purebloods. (Volo's Guide to Monsters)
Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity. (Baldur's Gate Descent Into Avernus)
Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. (DM Basic Rules V0.5)
The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn. (Icewind Dale – Rise of the Frost Maiden)
Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration. (Midgard Worldbook for 5th Edition and Pathfinder)
Create Undead spell, 9th level spell slot. (5e SRD v 5.1)
Create Undead spell, 9th level or higher slot. (Player's Handbook)
Mummy: See Mummy Desiccated, Mummy, Zombie.
Mummy, Abactor Hask Malevanor: ?
Mummy Catfolk Mummy: ?
Mummy Centaur: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld. (Tales of the Yawning Portal)
Mummy Desiccated, Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains. (Plane Shift: Amonkhet)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Duergar: ?
Mummy Entombed in Lazotep, Undead Soldier: Unknown to any of the plane’s inhabitants, the entire society of Amonkhet has been manipulated by Nicol Bolas, who has seized control of the world, the gods, and the magic of the plane. Bolas chose this plane for his schemes because of the presence of a magical substance called lazotep, which interacts with the magic of necromancy in strange and powerful ways. Conveniently, he also found here a pious, structured civilization that he could easily subvert to his own purposes. Making himself the God-Pharaoh, he brought the gods themselves under his control, and eliminated anyone who tried to stand against him. Then he transformed the world into a factory designed to produce a huge army of perfect undead soldiers—mummies embalmed in lazotep. (Plane Shift: Amonkhet)
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army. (Plane Shift: Amonkhet)
Mummy Elf Moon, Sahnar: ?
Mummy Gnome, Frug: ?
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. (Monster Manual)
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells. (Monster Manual)
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs. (Monster Manual)
The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed. (Candlekeep Mysteries)
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords. (Plane Shift: Amonkhet)
Mummy Lord, Diderius: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (The Rise of Tiamat)
When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. (Tyranny of Dragons)
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Mummy Lord, Shaxan Kazraat: ?
Mummy Lord, Valin Sarnaster: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book. (Candlekeep Mysteries)
Mummy Lord Duergar, Gorka Tharn: ?
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions. (Tales of the Yawning Portal)
Mummy Mummified Goblin King Dizzerax: ?
Mummy Mummified Sphinx: ?
Mummy Su-Monster: ?
Murderer Undead: See Unhallowed Undead Murderer.
Murderous Undead: See Undead Murderous.Musician Ghostly: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Mynarc Furdahl: See Undead Warlock, Mynarc Furdahl.
Naergoth Bladelord: See Wight, Naergoth Bladelord.
Naga Bone: See Bone Naga.
Nass Lantomir: See Ghost Spellcasting, Nass Lantomir.
Nath: See Vampire Spawn, Nath.
Nathair-Nathair, Gloine: See Undead Medusa, Gloine Nathair-Nathair.
Necromancer High Cadavix: See Ghost, High Necromancer Cadavix.
Necrophage: See Ghoul Darakhul Necrophage.
Negatively Charged Undead: See Undead Negatively Charged.
Neonate Vampire: See Vampire Neonate.
Nepartak: ?
Netherese Demilich: See Demilich Netherese.
Netherese Esoteric Orchestra Troubled Spirit: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Netherese Lich: See Lich Netherese.
Netherskull: See Death Tyrant, Netherskull.
Nerozar the Defeated: See Zombie Beholder, Nerozar the Defeated.
Nezzelech, Pfinston: See Ghost, Pfinston Nezzelech.
Nicoforus The Pale: See Ghoul Darakhul, Emperor Nicoforus The Pale.
Nightshade: ?
Nightveil Specter: See Specter Nightveil.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter. (Mordenkainen's Tome of Foes)
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. (Mordenkainen's Tome of Foes)
Nolzur: See Brain in a Jar, Nolzur.
Null: See Vampire Null.
Oak Black of Odunos: See Amalgam of Undeath, Black Oak of Odunos.
Obzedat Ghost: See Ghost Obzedat, Ghost Council, Patriarch.
Ogre Skeleton: See Skeleton Ogre.
Ogre Zombie: See Zombie Ogre.
Olanthius: See Death Knight, Olanthius.
Old Dalaen: See Ghost, Old Dalaen.
Oleyahs: See Demilich, Oleyahs.
One Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
One Enlightened: See Brain in a Jar, Enlightened One.
One Whispered: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
One Whispered: See Lich Lord, God, Vecna, The Whispered One.
One Whispered: See Lich Terrible, Vecna, The Whispered One.
One-Handed Drow Skeleton: See Skeleton Drow One-Handed.
Ooze Master: See Lich Sort of, Ooze Master.
Oracs the Enduring: See Dracolich Black Ancient, Oracs the Enduring.
Orc Ghost: See Ghost Orc.
Orc Undead: See Undead Orc.
Orgupash: See Lich, Archlich Orgupash.
Orzhov Spirit: See Spirit Orzhov.
Osvaud the Off-White: See Lich, Osvaud the Off-White.
Otmar the Sallow: See Vampire, Otmar the Sallow.
Palamnite Returned: See Returned Palamnite.
Pale Lady of Fandorin: See Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin.
Patriarch: See Ghost Obzedat, Ghost Council, Patriarch.
Patrina Velikovna: See Banshee, Patrina Velikovna.
Patsy McRoyne: See Ghost, Patsy McRoyne.
Peddlekant, Liddie: See Ghost, Liddie "Slurtongue" Peddlekant.
Pelek: See Ghost, Pelek.
Pentrakath: See Death Knight, Pentrakath.
Pfinston Nezzelech: See Ghost, Pfinston Nezzelech.
Phantom: ?
Phantom: See Spirit, Phantom, Ghostly Adventurer.
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. (Curse of Strahd)
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours. (Curse of Strahd)
Phantom Warrior, Sir Klutz Tripalotsky: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia. (Curse of Strahd)
Phenax: See Eidolon, Phenax.
Phenax: See Returned, Phenax.
Phylaskia: ?
Pidlwick: See Ghost, Pidlwick.
Pillia Ravenosa: See Vampire, Pillia Ravenosa.
Pixelated Skeleton: See Skeleton Pixelated.
Pixelated Zombie: See Zombie Pixelated.
Plumette, Ariel: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Poison Ivy White With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Poltergeist: See Specter Poltergeist.
Poltergeist: See Geist Red-Aligned Poltergeist.
Pony Skeletal Slinger: See Skeletal Pony Slinger.
Pony Slinger Skeletal: See Skeletal Pony Slinger.
Popofsky, Valenta: See Vampire Spawn, Valenta Popofsky.
Positive Energy Imbued Undead: See Undead Imbued With Positive Energy.
Powerful Lich, Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Priest Undead: See Undead Priest.
Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Prince Ariel du Plumette: See Ghost, Prince Ariel du Plumette, Ariel the Heavy.
Protector of the Fane of Blood: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Purple Worm Undead: See Undead Purple Worm.
Putrid Undead Spirit: See Undead Spirit Putrid.
Quaal: See Brain in a Jar, Quaal.
Queen Ehlissa: See Brain in a Jar, Queen Ehlissa.
Queen of Death: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Raider Returned: See Returned Raider.
Ranger Dark: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Rat Animal Zombie: See Zombie Animal Rat.
Rat Zombie Animal: See Zombie Animal Rat.
Rats Skeletal Swarm of: See Skeletal Rats Swarm of.
Ravenfolk Sorcerer Lich: See Lich Ravenfolk Sorcerer.
Ravenosa, Pillia: See Vampire, Pillia Ravenosa.
Ravenous Undead: See Undead Ravenous.
Reborn Queen-Goddess: See Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm.
Red Adult Dracolich: See Dracolich Red Adult
Red-Aligned Geist Poltergeist: See Geist Red-Aligned Poltergeist.
Reduced-Threat Wight: See Wight Reduced-Threat.
Regent of Evernight: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Restless Dead: ?
Restless Ghost: See Ghost Restless.
Restless Spirit: See Spirit Restless.
Restless Undead: See Undead Restless
Restless Undead: See Undead Restless, Ghostly Undead.
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. (Mythic Odysseys of Theros)
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities. (Mythic Odysseys of Theros)
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals. (Mythic Odysseys of Theros)
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were. (Mythic Odysseys of Theros)
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. (Mythic Odysseys of Theros)
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned. (Mythic Odysseys of Theros)
Returned, Erebos: ?
Returned, Phenax: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax. (Mythic Odysseys of Theros)
Returned, Tymaret the Murder King: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax. (Mythic Odysseys of Theros)
Returned Bandit: ?
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. (Mythic Odysseys of Theros)
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities. (Mythic Odysseys of Theros)
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. (Mythic Odysseys of Theros)
Returned Raider: ?
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers. (Mythic Odysseys of Theros)
Returned Sentry Triton: ?
Reulek: See Ghost, Reulek.
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. (Monster Manual)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command. (Curse of Strahd)
Murdered by House Cannith assassins after she learned too much about the house's secret research. (Eberron: Rising from the Last War)
Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead. (Guildmasters Guide to Ravnica)
Revenant, Chieftan Javor: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt. (Princes of the Apocalypse)
Revenant, Halleth Garke: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him. (Waterdeep Dungeon of the Mad Archmage)
Revenant, Sir Godfrey Gwilym: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
Revenant, Vladimir Horngaard: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order. (Curse of Strahd)
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end. (Curse of Strahd)
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well. (Curse of Strahd)
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. (Curse of Strahd)
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.” (Curse of Strahd)
Rhylzar: See Vampire Spawn, Rhylzar.
Richten, Erasmus: See Vampire, Erasmus Van Richten.
Riding Horse Undead: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Risen Blacksmith: See Unhallowed Risen Blacksmith.
Risen Dead: ?
Rodyan: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
Rosavalda Durst: See Ghost, Rosavalda Durst, Rose.
Rose: See Ghost, Rosavalda Durst, Rose.
Rose: See Vampire Spawn, Rose.
Ruby: See Vampire Neonate, Twin of Mauer Estate, Ruby.
Ruid: See Ghost Hooded, Ruid.
Ruvak, Helga: See Vampire Spawn, Helga Ruvak.
Sabatene Xilzzrin: See Vampire Drow, Sabatene Xilzzrin.
Sahnar: See Mummy Elf Moon, Sahnar.
Sailor Dead Spirit: See Spirit Dead Sailor.
Saint Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Sal, Ferol: See Wight, Ferol Sal.
Sandesyl Morgia: See Vampire Elf, Sandesyl Morgia.
Sarah: See Ghost Grieving, Sarah.
Sarnaster, Valin: See Mummy Lord, Valin Sarnaster.
Sasha Ivliskova: See Vampire Spawn, Sasha Ivliskova.
Sated Fang: See Ghoul Darakhul Monk, Sated Fang.
Savo Jarad: See Lich Elf, Jarad Vod Savo.
Scholar Undead: See Undead Scholar.
Scream Primal: See Banshee, Yurtriel, The Primal Scream.
Screaming Ghoul: See Ghoul Screaming.
Sea Hag: See Hag Sea.
Sea Hag Dead Spirit: See Spirit Dead Hag Sea.
Sentry Returned: See Returned Sentry.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him. (Icewind Dale – Rise of the Frost Maiden)
Servant Fungal: See Fungal Servant.
Servant Undead: See Undead Servant.
Servitor Spectral Undead: See Undead Spectral Servitor.
Servitor Undead Spectral: See Undead Spectral Servitor.
Severed Arm Undead Archmage: See Undead Archmage Arm Severed.
Shade Hungry: See Hungry Shade.
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (5e SRD v 5.1)
As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume. (Monster Manual)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Monster Manual)
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control. (Monster Manual)
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. (Monster Manual)
Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. (Acquisitions Incorporated)
They are the remnants of dark souls that perished here long ago. (Curse of Strahd)
The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well. (Icewind Dale – Rise of the Frost Maiden)
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later. (Princes of the Apocalypse Adventure Supplement 1.0)
The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn. (Waterdeep Dragonheist)
If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later. (Waterdeep Dungeon of the Mad Archmage)
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it. (Waterdeep Dungeon of the Mad Archmage)
Shadow King: See Lich, Larloch, The Shadow King.
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders. (Tortle Package (5e))
Shadowdusk, Dezmyr: See Death Knight, Dezmyr Shadowdusk.
Shadowdusk, Zalthar: See Death Knight, Zalthar Shadowdusk.
Shadowghast: ?
Shadowmantle, Valindra: See Lich Elf, Valindra Shadowmantle.
Shambling Mound Undead: See Undead Shambling Mound.
Shanglian, Velima: See Vampire, Velima Shanglian.
Shaxan Kazraat: See Mummy Lord, Shaxan Kazraat.
Shemshime: See Spirit Malevolent, Shemshime.
Siburath: See Ghost Merfolk, Siburath.
Silas Folly: See Ghoul Darakhul, Silas Folly.
Silvershield, Torlin: See Wight Chosen of Bhaal, Torlin Silvershield.
Sir Godfrey Gwilym: See Revenant, Sir Godfrey Gwilym.
Sir Klutz Tripalotsky: See Phantom Warrior, Sir Klutz Tripalotsky.
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore. (Explorer's Guide to Wildemount)
Skeletal Alchemist: ?
Skeletal Arms: Orcus lair action. (Mordenkainen's Tome of Foes)
Skeletal Beast: ?
Skeletal Creature: ?
Skeletal Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Skeletal Juggernaut: ?
Skeletal Pony Slinger: ?
Skeletal Rats Swarm of: ?
Skeletal Rider: See Skeleton, Skeletal Rider.
Skeletal Rider: See Skeleton Warhorse, Skeletal Rider.
Skeletal Slinger Pony: See Skeletal Pony Slinger.
Skeletal Songbird: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons. (Ghosts of Saltmarsh)
Skeletal Undead Spirit: See Undead Spirit Skeletal.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil. (Monster Manual)
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it. (Monster Manual)
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms. (Monster Manual)
Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils. (Monsters & Creatures: A Young Adventurer's Guide)
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms! (Monsters & Creatures: A Young Adventurer's Guide)
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones! (Monsters & Creatures: A Young Adventurer's Guide)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed. (Baldur's Gate Descent Into Avernus)
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area. (Baldur's Gate Descent Into Avernus)
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead. (Baldur's Gate Descent Into Avernus)
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain. (Baldur's Gate Descent Into Avernus)
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. (Baldur's Gate Descent Into Avernus)
Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons. (Curse of Strahd)
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor. (Curse of Strahd)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Dungeons & Dragons Starter Set Stranger Things)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them. (Dungeons & Dragons vs Rick and Morty)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic. (Lost Mine of Phandelver)
Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities. (Out of the Abyss)
The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton. (Waterdeep Dragonheist)
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them. (Waterdeep Dragonheist)
Losser is stealing bones from the City of the Dead to create an army of animated skeletons. (Waterdeep Dragonheist)
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Haunted Effect 56-60 of Haunted supernatural region. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Skeleton, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skeleton Burning: ?
Skeleton Drow One-Handed: ?
Skeleton Dwarf: ?
Skeleton Frost Giant: See Skeleton Giant Frost.
Skeleton Giant: ?
Skeleton Giant Frost: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living. (Icewind Dale – Rise of the Frost Maiden)
Skeleton Giant Frost Wielding a Rusty Anchor: ?
Skeleton Giant Storm, Helmdar: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair. (Candlekeep Mysteries)
Skeleton Guardian: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea. (Sword Coast Adventurer's Guide)
Skeleton Humanoid: ?
Skeleton Key: ?
Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Skeleton Lottie's Palace Staff: ?
Skeleton Mechanical: ?
Skeleton Minotaur: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion. (Baldur's Gate Descent Into Avernus)
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead. (Return to Glory)
Skeleton Mold-Encrusted: ?
Skeleton Ogre: ?
Skeleton One-Handed Drow: See Skeleton Drow One-Handed.
Skeleton Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Skeleton Storm Giant: See Skeleton Giant Storm.
Skeleton Thunderbeast: ?
Skeleton Tiefling: The gondola and the skeletal ferryman are all creations of Halaster. (Waterdeep Dungeon of the Mad Archmage)
Skeleton Unusual, Jelayne: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. (Acquisitions Incorporated)
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. (Acquisitions Incorporated)
Skeleton Warhorse: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. (Acquisitions Incorporated)
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. (Acquisitions Incorporated)
Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons. (Storm King's Thunder)
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command. (Storm King's Thunder)
Skeleton Warhorse, Skeletal Rider: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation. (Curse of Strahd)
Skull Lord: A combined being born from three hateful individuals. (Mordenkainen's Tome of Foes)
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters. (Mordenkainen's Tome of Foes)
Skull Lord, Vargo: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron. (Dragon+: Six Faces of Death (5e))
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being. (Dragon+: Six Faces of Death (5e))
Slave Mistress of Chaingard: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Slave Undead: See Undead Slave.
Slinger Pony Skeletal: See Skeletal Pony Slinger.
Slinger Skeletal Pony: See Skeletal Pony Slinger.
Slurtongue: See Ghost, Liddie "Slurtongue" Peddlekant.
Small Yellow Musk Zombie: See Zombie Yellow Musk Small.
Snake Animal Zombie: See Zombie Animal Snake.
Snake Zombie Animal: See Zombie Animal Snake.
Snoof: See Wraith Worg, Snoof.
Snow Maiden: ?
Soldier Undead: See Mummy Entombed in Lazotep, Undead Soldier.
Soldier Undead Free-Thinking: See Undead Soldier Free-Thinking.
Songbird Skeletal: See Skeletal Songbird.
Sorlan: See Ghost, Sorlan.
Sort of Lich: See Lich Sort of.
Soth: See Death Knight, Lord Soth.
Soul-Bound Dead: See Undead Soul-Bound, Soul-Bound Dead.
Soul-Bound Undead: See Undead Soul-Bound, Soul-Bound Dead.
Soulreaper, Mikalea: See Ghoul Darakhul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. (Volo's Guide to Monsters)
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane. (Volo's Guide to Monsters)
Spawn of Kyuss Burrowing Worm power. (Volo's Guide to Monsters)
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body. (Monster Manual)
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives. (Monster Manual)
Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time. (Mordenkainen's Tome of Foes)
Summon Specters power. (Mordenkainen's Tome of Foes)
As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt. (Baldur's Gate Descent Into Avernus)
The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter. (Curse of Strahd)
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds. (Curse of Strahd)
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths. (Eberron: Rising from the Last War)
If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead. (Ghosts of Saltmarsh)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber. (Hoard of the Dragon Queen)
A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world. (Mythic Odysseys of Theros)
Brysis's four servants have arisen at her command as specters. (Out of the Abyss)
These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane. (Princes of the Apocalypse)
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living. (Princes of the Apocalypse)
If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them. (Storm King's Thunder)
The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (The Rise of Tiamat)
The evil remnant of a dead explorer has become a specter that attacks the party. (Tomb of Annihilation)
Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber. (Tyranny of Dragons)
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. (Tyranny of Dragons)
The spirits of several dead members of the Cassalanter family are bound to this crypt. (Waterdeep Dragonheist)
The wraith killed the three drow (two females and one male) and turned their spirits into specters. (Waterdeep Dungeon of the Mad Archmage)
The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters. (Midgard Worldbook for 5th Edition and Pathfinder)
Wraith's create specter ability. (5e SRD v 5.1)
Wraith's Create Specter power. (Monster Manual)
Wraith's Create Specter power. (Lost Laboratory of Kwalish (5e))
Wraith's Create Specter power. (The Rise of Tiamat)
Accursed Specter Warlock Hexblade power. (Xanathar's Guide to Everything)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Specter Dwarf: ?
Specter Elf: ?
Specter Nightveil: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. (Guildmasters Guide to Ravnica)
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. (Monster Manual)
An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs. (Curse of Strahd)
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists. (Curse of Strahd)
The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area. (Return to Glory)
Specter Poltergeist, Sylphene: ?
Specter Poltergeist, The White Lady: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned. (Icewind Dale – Rise of the Frost Maiden)
Specter Poltergeist, Vazuk: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near. (Out of the Abyss)
Spectral Dragon, Miirym the Spectral Wyrm: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her. (Candlekeep Mysteries)
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library. (Candlekeep Mysteries)
Spectral Servitor Undead: See Undead Spectral Servitor.
Spectral Undead Servitor: See Undead Spectral Servitor.
Spellcaster Undead: See Undead Spellcaster.
Spellcasting Ghost: See Ghost Spellcasting.
Sphinx Mummified: See Mummy Mummified Sphinx.
Spirit: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him. (Curse of Strahd)
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft. (Curse of Strahd)
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail. (Curse of Strahd)
Spirit Child Twin: See Spirit Twin Child.
Spirit Dead Sailor: ?
Spirit Dead Hag Sea: ?
Spirit Dead Sea Hag: See Spirit Dead Hag Sea.
Spirit Elf: ?
Spirit Indentured: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude. (Guildmasters Guide to Ravnica)
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits. (Guildmasters Guide to Ravnica)
Spirit Malevolent, Shemshime: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection. (Plane Shift: Zendikar)
Spirit of Unnamable Horror: See Undead Spirit of Unnamable Horror.
Spirit Orzhov: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual. (Guildmasters Guide to Ravnica)
Spirit Restless: ?
Spirit Tormented: See Tormented Spirit, Varushka.
Spirit Troubled Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Spirit Twin Child: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity. (Lost Laboratory of Kwalish (5e))
Spirit Undead: See Undead Spirit.
Spirit Unnamable Horror: See Undead Spirit of Unnamable Horror.
Ssetha, Angvyr: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
Starfish Zombified: See Zombie Zombified Starfish.
Stillmarsh, Arik: See Vampire, Arik Stillmarsh, Womford Bat.
Storm Giant: See Giant Storm.
Storm Giant Skeleton: See Skeleton Giant Storm.
Storrev: See Lich, Storrev.
Strahd Von Zarovich: See Vampire, Count Strahd Von Zarovich
Strahd Zombie: See Zombie Strahd.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Strefan Maurer: See Vampire, Strefan Maurer, Strefan the Fiend.
Strefan the Fiend: See Vampire, Strefan Maurer, Strefan the Fiend.
Strigoi: ?
Stross, Leander: See Ghoul Darakhul, Duke Leander Stross.
Su-Monster Mummy: See Mummy Su-Monster.
Sufocan, Ineca: See Vampire Elf, Captain Ineca Sufocan.
b]Sunstar, Jander:[/b] See Vampire, Jander Sunstar.
Sut-Akhaman: See Mummy Lord, God-King Sut-Akhaman.
Svogthir: See Lich, Svogthir.
Swarm of Snakes Undead: See Undead Snakes Swarm of.
Swarm of Skeletal Rats: See Skeletal Rats Swarm of.
Swarm of Undead Snakes: See Undead Snakes Swarm of.
Swarm Skeletal: See Skeletal Swarm.
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith. (Mordenkainen's Tome of Foes)
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Sylphene: See Specter Poltergeist, Sylphene.
Syrgaul Tammeraut: See Drowned Master, Syrgaul Tammeraut.
Szadek: See Vampire Mind Drinker, Szadek.
Szarr: See Ghost, Szarr.
Szass Tam: See Lich Lord, Szass Tam.
T'riizlin: See Banshee, T'riizlin.
Talanatha: See Vampire Spawn, Talanatha.
Tam, Szass: See Lich Lord, Szass Tam.
Tame Zombie: See Zombie Tame, Anointed.
Tammeraut, Syrgaul: See Drowned Master, Syrgaul Tammeraut.
Tarrasque Undead: See Undead Tarrasque.
Tarul Var: See Lich, Tarul Var.
Tebran Madannith: See Vampire Drow, Tebran Madannith.
Tekeli-Li: See Vampire Gnoll, Tekeli-Li.
Terrible Lich: See Lich Terrible.
Tharcion Eseldra Yeth: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Tharn Gorka: See Mummy Lord Duergar, Gorka Tharn.
Thayan Wight, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
The Baron of Blood: See Vampire, Artor Mortin, The Baron of Blood.
The Black Fang: See Ghoul Darakhul, Emperor Vilmos Marquering, The Black Fang.
The Blue Lady: See Ghost, The Blue Lady.
The Crawling Lord of Vallanoria: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
The Dark Ranger: See Death Knight, Vanrak Moonstar, The Dark Ranger.
The Glutton of Hangksburg: See Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg.
The Lady of Chains: See Ghoul Darakhul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard.
The Lord of the Rotted Tower: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Master of the Spider Throne: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
The Shadow King: See Lich, Larloch, The Shadow King.
The Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
The Whispered One: See Lich Lord, God, Vecna, The Whispered One.
The Whispered One: See Lich Terrible, Vecna, The Whispered One.
The White Lady: See Specter Poltergeist, The White Lady.
The White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
The Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Thrall Undead: See Undead Thrall.
Thorn: See Ghost, Thornboldt Durst, Thorn.
Thornboldt Durst: See Ghost, Thornboldt Durst, Thorn.
Thunderbeast Skeleton: See Skeleton Thunderbeast
Thurso Dragonson: See Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones.
Tiefling Skeleton: See Skeleton Tiefling.
Tloques-Popolocas: See Vampire Spawn With Special Qualities, Tloques-Popolocas.
Tomb Dwarf: See Wight, Tomb Dwarf.
Tonderil the Bonebreaker: See Ghoul Darakhul, Tonderil the Bonebreaker.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers. (Tortle Package (5e))
Torlin Silvershield: See Wight Chosen of Bhaal, Torlin Silvershield.
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn. (Curse of Strahd)
Tozu: See Vampire Spawn, Tozu.
Treant Undead: See Undead Treant.
Tree Undead: See Undead Tree.
Trenzia: See Flameskull, Trenzia.
Tripalotsky, Klutz: See Phantom Warrior, Sir Klutz Tripalotsky.
Triton Returned Sentry: See Returned Sentry Triton.
Troglodyte Zombie: See Zombie Troglodyte.
Troubled Spirit Netherese Esoteric Orchestra: See Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit.
Tuerney the Merciless: See Brain in a Jar, Tuerney the Merciless.
Tugash: See Wraith, Tugash, Tusk of the North.
Turtle Giant Undead: See Undead Turtle Giant.
Turtle Undead Giant: See Undead Turtle Giant.
Tusk of the North: See Wraith, Tugash, Tusk of the North.
Twin Children Spirit: See Spirit Twin Children.
Twin of Mauer Estate: See Vampire Neonate, Twin of Mauer Estate.
Tymaret the Murder King: See Returned, Tymaret the Murder King.
Tyrannosaurus Zombie: See Zombie Tyrannosaurus.
Tyrant Death: See Death Tyrant, Beholder Death Tyrant.
Udhask: See Ghost, Udhask.
Ulrich, Lazlo: See Ghost, Lazlo Ulrich.
Undead Archmage, Nester: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body. (Waterdeep Dungeon of the Mad Archmage)
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained. (Waterdeep Dungeon of the Mad Archmage)
Undead Archmage Arm Severed: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off. (Waterdeep Dungeon of the Mad Archmage)
Undead Behir: ?
Undead Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian. (Waterdeep Dungeon of the Mad Archmage)
Undead Centaur Ghost: See Ghost Undead Centaur.
Undead Cocatrice: ?
Undead Dangerous: ?
Undead Defender: ?
Undead Dragon: ?
Undead Dragon Black Wyrmling: ?
Undead Dragon Gold Ancient, Ibbalan the Illustrious: ?
Undead Drowned: See Drowned, Drowned One, Drowned Undead, Walker.
Undead Elder Brain, Cyrog: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog. (Out of the Abyss)
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath. (Out of the Abyss)
Undead Elf: ?
Undead Evil: ?
Undead Fierce Horror: See Undead Horror Fierce.
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. (Plane Shift: Zendikar)
Undead Ghostly: See Undead Restless, Ghostly Undead.
Undead Giant: See Haunting Ancestor, Undead Giant.
Undead Giant Turtle: See Undead Turtle Giant.
Undead Gnoll: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god. (Tales of the Yawning Portal)
Undead Guardian: ?
Undead Horrible: ?
Undead Horror: ?
Undead Horror Fierce: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors. (Guildmasters Guide to Ravnica)
Undead Horse: ?
Undead Imbued With Positive Energy: ?
Undead Jellified Kenku High Priest: See Undead Kenku Jellified High Priest.
Undead Karrnathi: ?
Undead Kenku High Priest Jellified: See Undead Kenku Jellified High Priest.
Undead Kenku Jellified High Priest: ?
Undead Mage: ?
Undead Medusa, Gloine Nathair-Nathair: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues. (Lost Laboratory of Kwalish (5e))
Undead Mindless: ?
Undead Minion: ?
Undead Minotaur: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities. (Wayfinders Guide to Eberron)
Undead Mound Shambling: See Undead Shambling Mound.
Undead Mount, Draugir: ?
Undead Murderer: See Unhallowed Undead Murderer.
Undead Murderous: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead. (Tomb of Annihilation)
Undead Negatively Charged: ?
Undead Orc: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons. (Baldur's Gate Descent Into Avernus)
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. (Baldur's Gate Descent Into Avernus)
Undead Purple Worm: ?
Undead Ravenous: ?
Undead Restless: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith. (Explorer's Guide to Wildemount)
Undead Restless, Ghostly Undead: Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana’s flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being. (Plane Shift: Zendikar)
Undead Riding Horse: See Skeleton Lady Alagondar's Skeletal Horse, Undead Riding Horse.
Undead Scholar: ?
Undead Servant: ?
Undead Servitor Spectral: See Undead Spectral Servitor.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones. (Waterdeep Dungeon of the Mad Archmage)
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. (Tales of the Yawning Portal)
Undead Snakes Swarm of: ?
Undead Soldier: See Mummy Entombed in Lazotep, Undead Soldier.
Undead Soldier Free-Thinking: ?
Undead Soul-Bound, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. (Tales of the Yawning Portal)
Undead Spectral Servitor: Most wraiths can transform those they have slain into spectral undead servitors. (Lost Mine of Phandelver)
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit of Unnamable Horror: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Undead Swarm of Snakes: See Undead Snakes Swarm of.
Undead Tarrasque: ?
Undead Thrall: ?
Undead Treant: ?
Undead Tree: ?
Undead Turtle Giant: ?
Undead Warlock, Mynarc Furdahl: ?
Undead Warrior: ?
Undead Wayward: ?
Undeath Amalgam: See Amalgam of Undeath.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying. (Eberron: Rising from the Last War)
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort. (Eberron: Rising from the Last War)
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants. (Eberron: Rising from the Last War)
Undying Councilor: ?
Undying King: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Undying Soldier: ?
Undying Wizard, Fistandantalus: ?
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance. (Ponyfinder Campaign Setting)
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Unhallowed Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose. (Plane Shift: Innistrad)
Ukurlahmu: See Bone Naga, Ukurlahmu.
Unnamable Horror: See Undead Spirit of Unnamable Horror.
Unusual Skeleton: See Skeleton Unusual.
Urslav: See Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters.
Urzana Dolingen: See Vampire Spellcaster, Countess Urzana Dolingen of Morgau.
Vacross, Mera: See Vampire, Mera Vacross.
Vaettir: ?
Valengurd the Confessor: See Ghoul Darakhul Necrophage, Valengurd the Confessor.
Valenta Popofsky: See Vampire Spawn, Valenta Popofsky.
Valin Sarnaster: See Mummy Lord, Valin Sarnaster.
Valindra Shadowmantle: See Lich Elf, Valindra Shadowmantle.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. (Monster Manual)
West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift. (Curse of Strahd)
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it. (Curse of Strahd)
The beneficiary dies a violent death at the hands of one or more creatures that hate it. (Curse of Strahd)
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual). (Curse of Strahd)
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone." (Curse of Strahd)
Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a “condition of the blood.” (Plane Shift: Innistrad)
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part. (Plane Shift: Innistrad)
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood. (Plane Shift: Innistrad)
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual. (Plane Shift: Innistrad)
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Arik Stillmarsh, Womford Bat: ?
Vampire, Artor Mortin, The Baron of Blood: ?
Vampire, Baron Metus: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages. (Monster Manual)
Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality. (Curse of Strahd)
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows. (Curse of Strahd)
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire. (Curse of Strahd)
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison. (Curse of Strahd)
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.” (Curse of Strahd)
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever. (Curse of Strahd)
Vampire, Count Warrin: ?
Vampire, Ctenmiir: ?
Vampire, Drelzna: ?
Vampire, Erasmus Van Richten: ?
Vampire, Jander Sunstar: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind. (Baldur's Gate Descent Into Avernus)
Vampire, Kas the Bloody Handed: ?
Vampire, King Kaius ir'Wynarn III, Kaius I: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson. (Tales of the Yawning Portal)
Vampire, Lord Ruthven: ?
Vampire, Mera Vacross: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments. (Explorer's Guide to Wildemount)
Vampire, Otmar the Sallow: ?
Vampire, Pillia Ravenosa: ?
Vampire, Strefan Maurer, Strefan the Fiend: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad. (Plane Shift: Innistrad)
Vampire, Velima Shanglian: ?
Vampire, Xolec: ?
Vampire Ancient: ?
Vampire Blood Drinker: ?
Vampire Cleric, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god. (Waterdeep Dungeon of the Mad Archmage)
Vampire Drinker Blood: See Vampire Blood Drinker.
Vampire Drinker Mind: See Vampire Mind Drinker.
Vampire Drow, Sabatene Xilzzrin: ?
Vampire Drow, Tebran Madannith: ?
Vampire Dwarf, Ctenmiir: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain. (Lost Laboratory of Kwalish (5e))
Vampire Dwarf, Zorak Lightdrinker: ?
Vampire Elder: ?
Vampire Elf: ?
Vampire Elf, Captain Ineca Sufocan: ?
Vampire Elf, Sandesyl Morgia: ?
Vampire Gnoll: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy. (Icewind Dale – Rise of the Frost Maiden)
Vampire Gnoll, Tekeli-Li: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit. (Icewind Dale – Rise of the Frost Maiden)
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption. (Icewind Dale – Rise of the Frost Maiden)
Vampire God, Zotzilaha: ?
Vampire Human, Issem: ?
Vampire Lord: ?
Vampire Mind Drinker: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration. (Guildmasters Guide to Ravnica)
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind. (Guildmasters Guide to Ravnica)
Vampire Mind Drinker, Szadek: ?
Vampire Neonate: ?
Vampire Neonate, Twin of Mauer Estate, Carmine: ?
Vampire Neonate, Twin of Mauer Estate, Ruby: ?
Vampire Null: A humanoid killed with a Zendikar vampire's Bloodthirst ability becomes a null. (Plane Shift: Ixalan)
When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null. (Plane Shift: Zendikar)
A humanoid killed by a vampire's blood thirst becomes a null. (Plane Shift: Zendikar)
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. (Monster Manual)
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control. (Monster Manual)
Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return. (Monsters & Creatures: A Young Adventurer's Guide)
Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn. (Curse of Strahd)
Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn. (Explorer's Guide to Wildemount)
A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (Lost Laboratory of Kwalish (5e))
A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. (The Rise of Tiamat)
The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Anastrasya Karelova: ?
Vampire Spawn, Angelica: ?
Vampire Spawn, Aryk: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Bartho: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Brek: ?
Vampire Spawn, Callia: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Darvanos: ?
Vampire Spawn, Deviana: ?
Vampire Spawn, Doru: ?
Vampire Spawn, Escher: ?
Vampire Spawn, Ezra: ?
Vampire Spawn, Father Lucian: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft. (Curse of Strahd)
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control. (Curse of Strahd)
Vampire Spawn, Gaston: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hector: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Hekella: ?
Vampire Spawn, Helga Ruvak: ?
Vampire Spawn, Ilsuban: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Keresta Delvingstone: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Ludmilla Vilisevic: ?
Vampire Spawn, Nath: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rhylzar: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Rose: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta. (Waterdeep Dungeon of the Mad Archmage)
Vampire Spawn, Sasha Ivliskova: ?
Vampire Spawn, Talanatha: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. (Acquisitions Incorporated)
Vampire Spawn, Tozu: ?
Vampire Spawn, Valenta Popofsky: ?
Vampire Spawn, Yaveros: ?
Vampire Spawn, Yuri: ?
Vampire Spawn Human, Eldrath: ?
Vampire Spawn Kobold: The creature is a kohold vampire spawn created by Tekeli-li. (Icewind Dale – Rise of the Frost Maiden)
Vampire Spawn With Special Qualities, Tloques-Popolocas: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite. (Tales of the Yawning Portal)
Vampire Spellcaster: Some vampires are practitioners of the arcane arts. (Monster Manual)
Vampire Spellcaster, Countess Urzana Dolingen of Morgau: ?
Vampire Spellcaster, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Vampire Spellcaster, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Vampire Spellcaster, Tharcion Eseldra Yeth: ?
Vampire Spellcaster, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Vampire Warrior: Some vampires have martial training and battlefield experience. (Monster Manual)
Vampire Warrior, Commander Balenus of the Ghost Knights: ?
Vampire Warrior, King Lucan: ?
Vampire Warrior, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Vampire Warrior, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. (Mordenkainen's Tome of Foes)
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains. (Mordenkainen's Tome of Foes)
In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood. (Tales of the Yawning Portal)
Van Richten, Erasmus: See Vampire, Erasmus Van Richten.
Vanrak Moonstar: See Death Knight, Vanrak Moonstar, The Dark Ranger.
Var, Tarul: See Lich, Tarul Var.
Varalla: See Lich, Varalla.
Vargo: See Skull Lord, Vargo.
Varushka: See Tormented Spirit, Varushka.
Varyas: See Eidolon Flitterstep, Varyas.
Vazuk: See Specter Poltergeist, Vazuk.
Vecna: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Vecna: See Lich Lord, God, Vecna, The Whispered One.
Vecna: See Lich Terrible, Vecna, The Whispered One.
Vecna: See Lich-God, Vecna, Keeper of Secrets.
Velikovna, Patrina: See Banshee, Patrina Velikovna.
Velima Shanglian: See Vampire, Velima Shanglian.
Veneranda: See Brain in a Jar, Veneranda.
Vengeful Dead: ?
Vengeful Ghost: See Ghost Vengeful.
Vermesail the Gravedancer: See Ghoul Darakhul, Vermesail the Gravedancer.
Vilisevic, Ludmilla: See Vampire Spawn, Ludmilla Vilisevic.
Vizorakh the Ravenous: See Dracolich Dragon Cave, Vizorakh the Ravenous.
Vlaakith: See Lich Githyanki, Vlaakith, Lich-Queen.
Vladimir Horngaard: See Revenant, Vladimir Horngaard.
Vod Savo, Jarad: See Lich Elf, Jarad Vod Savo.
Voivodina of the Verdant Tower: See Lich, Lady Chesmaya, Voivodina of the Verdant Tower.
Vol, Erandis: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Vol Lich-Queen: See Lich Archlich Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich-Queen Vol.
Von Zarovich, Strahd: See Vampire, Count Strahd Von Zarovich
Vorghesht, Eloghar: See Ghoul Darakhul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain.
Vorugal: See Dracolich White Ancient, Vorugal.
Vuliev: See Ghost Obzedat, Vuliev.
Vyldara: See Banshee, Vyldara.
Walker: See Drowned, Drowned One, Drowned Undead, Walker.
Walker Coldlight: See Coldlight Walker.
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic. (Tomb of Annihilation)
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive. (Tomb of Annihilation)
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life. (Tomb of Annihilation)
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. (Tomb of Annihilation) According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities. (Tomb of Annihilation)
Warden of the Red Portal: See Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal.
Warhorse Skeleton: See Skeleton Warhorse.
Warlock Undead: See Undead Warlock.
Warlord of Gallwheor: See Darakhul, Duke Borag the Executioner, Warlord of Gallwheor.
Warrin: See Vampire, Count Warrin.
Warrior Dread: See Dread Warrior.
Warrior Fallen: See Unhallowed Fallen Warrior.
Warrior Undead: See Undead Warrior.
Wayward Undead: See Undead Wayward.
Weirding Wizard: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Well-Preserved Human Zombie: See Zombie Human Well-Preserved.
Whispered One: See Lich, Archlich, Lich Powerful, Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower, Lord of the Hand and the Eye.
Whispered One: See Lich Lord, God, Vecna, The Whispered One.
Whispered One: See Lich Terrible, Vecna, The Whispered One.
White Ancient Dracolich: See Dracolich White Ancient.
White Dracolich Ancient: See Dracolich White Ancient.
White Lady: See Specter Poltergeist, The White Lady.
White Lady of Lac Dinneshere: See Ghost, The White Lady of Lac Dinneshere.
White Poison Ivy With a Single Bulbous Eye in the Middle: See Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle.
Whiteskull of Brastilor: See Ghoul Darakhul, Saint Whiteskull of Brastilor.
Wierdunn Bonehand: See Ghoul Darakhul, Duke Wierdunn Bonehand.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda. (Monster Manual)
In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights. (Mordenkainen's Tome of Foes)
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. (Mordenkainen's Tome of Foes)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
These undead soldiers once served as guard captains in Castle Ravenloft. (Curse of Strahd)
The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes. (Tales of the Yawning Portal)
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards. (Tales of the Yawning Portal)
With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold. (Tortle Package (5e))
Create Undead spell, 8th level or higher spell slot. (5e SRD v 5.1)
Create Undead spell, 8th level or higher slot. (Player's Handbook)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Artifact Major Detrimental Property 81-85. (Dungeon Master's Guide)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wight, Ayocuan: ?
Wight, Drovath Harrn: ?
Wight, Ferol Sal: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since. (Explorer's Guide to Wildemount)
Wight, Hunt Lord: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights. (Storm King's Thunder)
Wight, Naergoth Bladelord: ?
Wight, Tomb Dwarf: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction. (Tomb of Annihilation)
Wight, Withers, Gorra: ?
Wight of Precint Six: ?
Wight Bodyguard, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Chosen of Bhaal, Torlin Silvershield: ?
Wight Reduced-Threat: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack. (Tales of the Yawning Portal)
Wight Thayan, Krintaas: See Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas.
Wight Bodyguard, Thayan Wight, Undead Bodyguard, Krintaas: ?
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. (Monster Manual)
Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell. (Waterdeep Dungeon of the Mad Archmage)
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.(Waterdeep Dungeon of the Mad Archmage)
Will-o'-Wisp, Crisann: ?
Will-o'-Wisp, Z'reska: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs. (Waterdeep Dungeon of the Mad Archmage)
Winterblood, Haresha: See Ghoul Darakhul, Haresha Winterblood.
Witherling: See Gnoll Witherling.
Withers: See Wight, Withers, Gorra.
Wizard of Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Wizard Undying: See Undying Wizard.
Wizard Weirding: See Mind Flayer Alhoon, The Wizard Weirding, Wizard of Weirding.
Womford Bat: See Vampire, Arik Stillmarsh, Womford Bat.
Worg Ghost: See Ghost Worg.
Worg Wraith: See Wraith Worg.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. (Monster Manual)
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. (Monster Manual)
Being entombed in Avernus has corrupted the spirits of these knights. (Baldur's Gate Descent Into Avernus)
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised. (Eberron: Rising from the Last War)
Strong negative emotions can trap a spirit as a ghost or wraith. (Eberron: Rising from the Last War)
The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith. (Explorer's Guide to Wildemount)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal. (Ghosts of Saltmarsh)
A wraith is the incorporeal remnant of a particularly hateful being. (Lost Mine of Phandelver)
The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area. (Mythic Odysseys of Theros)
The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge. (The Rise of Tiamat)
The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago. (Waterdeep Dungeon of the Mad Archmage)
Dolurrh Manifest Zone feature. (Eberron: Rising from the Last War)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Wraith, Brysis of Khaem: The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by specters who were once her loyal retainers. (Out of the Abyss)
Wraith, Drakareth: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith. (Icewind Dale – Rise of the Frost Maiden)
Wraith, Hate-Filled Apparition, Mormesk the Wraith: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition. (Lost Mine of Phandelver)
Wraith, Klannk, Defiler of Wizards: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith. (Return to Glory)
Wraith, Kroval "Mad Dog" Grislek, Master of the Hunt: ?
Wraith, Tugash, Tusk of the North: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here. (Return to Glory)
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith. (Return to Glory)
Wraith Worg, Howler: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wraith Worg, Snoof: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths. (Return to Glory)
Wynarn, Kaius III: See Vampire, King Kaius ir'Wynarn III, Kaius I.
Xanthoria: See Lich Lichen, Xanthoria.
Xaxosz, Xil: See Ghost Obzedat, Xil Xaxosz.
Xil Xaxosz: See Ghost Obzedat, Xil Xaxosz.
Xilzzrin, Sabatene: See Vampire Drow, Sabatene Xilzzrin.
Xolec: See Vampire, Xolec.
Xonthal: See Lich, Xonthal.
Yael: See Ghost, General Yael.
Yaveros: See Vampire Spawn, Yaveros.
Yellow Musk Zombie: See Zombie Yellow Musk.
Yeth, Eseldra: See Vampire Spellcaster, Tharcion Eseldra Yeth.
Yoastal: See Ghost, Yoastal.
Yuri: See Vampire Spawn, Yuri.
Yurtriel, The Primal Scream: See Banshee, Yurtriel, The Primal Scream.
Z'reska: See Will-o'-Wisp, Z'reska.
Zalthar Shadowdusk: See Death Knight, Zalthar Shadowdusk.
Zariel's Knight: See Ghost, Zariel's Knight.
Zarovich, Strahd Von: See Vampire, Count Strahd Von Zarovich
Zil Ephram: See Zombie, Zil Ephram.
Zizokrishka: See Dracolich Blue Adult, Zizokrishka.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (5e SRD v 5.1)
A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (D&D Basic Rules Version 1.0)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (D&D Basic Rules Version 1.0)
Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. (Monster Manual)
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell. (Monster Manual)
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters. (Monster Manual)
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants. (Monster Manual)
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed. (Monster Manual)
Humanoids slain by a wight can rise as zombies under its control. (Monster Manual)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Monster Manual)
The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.(Mordenkainen's Tome of Foes)
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Mordenkainen's Tome of Foes)
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master. (Mordenkainen's Tome of Foes)
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair. (Mordenkainen's Tome of Foes)
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area. (Mordenkainen's Tome of Foes)
Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control. (Volo's Guide to Monsters)
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it. (Volo's Guide to Monsters)
Devourer's Imprison Soul power. (Volo's Guide to Monsters)
Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first. (Baldur's Gate Descent Into Avernus)
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims. (Baldur's Gate Descent Into Avernus)
These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob. (Curse of Strahd)
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days. (Curse of Strahd)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (DM Basic Rules V0.5)
Zombies are corpses imbued with a semblance of life. (Dungeons & Dragons Starter Set Stranger Things)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons Starter Set Stranger Things)
Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie. (Dungeon Master's Guide)
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies. (Dungeons & Dragons vs Rick and Morty)
You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you. (Eberron: Rising from the Last War)
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release. (Eberron: Rising from the Last War)
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies. (Eberron: Rising from the Last War)
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie. (Eberron: Rising from the Last War)
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. (Eberron: Rising from the Last War)
Mabaran Resonator eldritch machine. (Eberron: Rising from the Last War)
Mournland Environmental Effect. (Eberron: Rising from the Last War)
The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. (Explorer's Guide to Wildemount)
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free. (Explorer's Guide to Wildemount)
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. (Ghosts of Saltmarsh)
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane. (Ghosts of Saltmarsh)
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies. (Guildmasters Guide to Ravnica)
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity. (Guildmasters Guide to Ravnica)
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting. (Guildmasters Guide to Ravnica)
Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves. (Lost Mine of Phandelver)
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master. (Out of the Abyss)
The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie. (Plane Shift: Zendikar)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.3)
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. (Player's Basic Rules V0.2)
A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. (Tales of the Yawning Portal)
Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. (Tasha's Cauldron of Everything)
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. (Tasha's Cauldron of Everything)
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (The Rise of Tiamat)
Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls. (Tomb of Annihilation)
A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed. (Tyranny of Dragons)
Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. (Waterdeep Dungeon of the Mad Archmage)
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level. (Waterdeep Dungeon of the Mad Archmage)
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki. (Waterdeep Dungeon of the Mad Archmage)
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls. (Waterdeep Dungeon of the Mad Archmage)
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days. (Waterdeep Dungeon of the Mad Archmage)
Mabaran Resonator magic item. (Wayfinders Guide to Eberron)
When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square. (Midgard Worldbook for 5th Edition and Pathfinder)
Animate Dead spell. (5e SRD v 5.1)
Animate Dead spell. (Player's Handbook)
Animate Dead spell. (Princes of the Apocalypse Adventure Supplement 1.0)
Animate Dead spell. (The Rise of Tiamat)
Danse Macabre spell. (Xanathar's Guide to Everything)
Finger of Death spell. (5e SRD v 5.1)
Finger of Death spell. (D&D Basic Rules Version 1.0)
Finger of Death spell. (Player's Basic Rules V0.3)
Finger of Death spell. (Player's Basic Rules V0.2)
Finger of Death spell. (Player's Handbook)
Negative Energy Flood spell. (Xanathar's Guide to Everything)
Orcus lair action. (Out of the Abyss)
Orcus regional effect. (Out of the Abyss)
Zombie Fog supernatural storm. (Midgard Worldbook for 5th Edition and Pathfinder)
Fungal Infestation Druid Circle of Spores power. (Guildmasters Guide to Ravnica)
Fungal Infestation Druid Circle of Spores power. (Tasha's Cauldron of Everything)
Undead Pit. (Baldur's Gate Descent Into Avernus)
Zombie: See Mummy Desiccated, Mummy, Zombie.
Zombie, Zil Ephram: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse. (Waterdeep Dungeon of the Mad Archmage)
Zombie Ankylosaurus: ?
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes. (Plane Shift: Innistrad)
Zombie Ash: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago. (Lost Mine of Phandelver)
Zombie Beholder: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian. (Waterdeep Dragonheist)
Zombie Beholder, Nerozar the Defeated: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur. (Waterdeep Dungeon of the Mad Archmage)
Zombie Blood: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough. (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Chultan: ?
Zombie Drow: ?
Zombie Dwarf: ?
Zombie Fiery: ?
Zombie Frost Giant: See Zombie Giant Frost.
Zombie Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.” (Midgard Worldbook for 5th Edition and Pathfinder)
Zombie Giant Frost: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. (Explorer's Guide to Wildemount)
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape. (Explorer's Guide to Wildemount)
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Giant Frost, Jarl Conessa Berg: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie. (Explorer's Guide to Wildemount)
Zombie Girallon: ?
Zombie Greater: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie. (Tales of the Yawning Portal)
Zombie Human: ?
Zombie Human Well-Preserved: ?
Zombie Husk: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake. (Explorer's Guide to Wildemount)
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage. (Explorer's Guide to Wildemount)
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute. (Explorer's Guide to Wildemount)
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie. (Explorer's Guide to Wildemount)
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie. (Explorer's Guide to Wildemount)
Zombie Husk Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. (Explorer's Guide to Wildemount)
Zombie Icewind Kobold: See Zombie Kobold Icewind.
Zombie Kobold Icewind: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells. (Icewind Dale – Rise of the Frost Maiden)
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies. (Icewind Dale – Rise of the Frost Maiden)
Zombie Liquid: ?
Zombie Ogre: ?
Zombie Pixelated: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals. (Dragon+: Six Faces of Death (5e))
Zombie Pony, Zombie: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear. (Ponyfinder Everglow Bestiary)
Zombie Strahd: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself. (Curse of Strahd)
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath. (Curse of Strahd)
Zombie Strahd Crawling: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain. (Curse of Strahd)
Zombie Tame, Anointed: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies. (Plane Shift: Amonkhet)
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering. (Plane Shift: Amonkhet)
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet. (Plane Shift: Amonkhet)
The anointed are simply tame zombies. (Plane Shift: Amonkhet)
Zombie Troglodyte: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell. (Waterdeep Dungeon of the Mad Archmage)
Zombie Tyrannosaurus: ?
Zombie Yellow Musk: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control. (Tomb of Annihilation)
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates. (Tomb of Annihilation)
Zombie Yellow Musk Small: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. (Tomb of Annihilation)
Zombie Zombified Anemone: ?
Zombie Zombified Harmless Aquatic Beast: ?
Zombie Zombified Starfish: ?
Zombified: See Zombie Zombified.
Zorak Lightdrinker: See Vampire Dwarf, Zorak Lightdrinker.
Zotzilaha: See Vampire God, Zotzilaha.
Zyrian the Scrivener: See Ghost, Zyrian the Scrivener.

5e WotC
5e SRD v 5.1:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Ghost: ?
Ghast: Create Undead spell, 8th level or higher spell slot.
Ghoul: Create Undead spell.
Lich: ?
Mummy: Create Undead spell, 9th level spell slot.
Mummy Lord: ?
Shadow: If a non‐evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Skeleton: Animate Dead spell.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: Wraith's create specter ability.
Vampire: ?
Vampire Spawn: ?
Wight: Create Undead spell, 8th level or higher spell slot.
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.

Animate Dead spell.
Finger of Death spell.
Ogre Zombie: ?
Avatar of Death: ?

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Create Undead
6th-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

Finger of Death
7th-level necromancy
Casting Time:1 action
Range:60 feet
Components:V, S
Duration:Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Create Specter.
The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space.

D&D Basic Rules Version 1.0:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's Life Drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.
Lich: ?
Vampire: ?
Specter: ?

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Monster Manual:
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Banshee: This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf.
Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beholder Death Tyrant: On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind.
Crawling Claw: Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing.
Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Death Knight: When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature.
Lord Soth, Death Knight: Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Demilich: The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraithlike form.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Acererak, Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Acererak Disciple Demilich: The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Dracolich: Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
Only an ancient or adult true dragon can be transformed into a dracolich . Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
Adult Blue Dracolich: ?
Flameskull: Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghost: A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Doresain, Ghoul: Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghast: Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Liches are the remains of great wizards who embrace undeath as a means of preserving themselves.
No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Mummy: Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Mummy Lord: In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
Bone Naga: In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor.
Vecna, Lich: ?
Revenant: A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse.
Shadow: As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
A humanoid reduced to 0 hit points by a shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
A humanoid reduced to 0 hit points by a young red shadow dragon's shadow breath's damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows.
Skeleton: Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some a re spawned when dark magic or the touch of a wraith rips a soul from a living body.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraith's Create Specter power.
Specter Poltergeist: A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died.
Vampire: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control.
Vampire Spawn: Most of a vampire's victims become vampire spawn- ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them.
A humanoid slain by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Count Strahd Von Zarovich: In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
Vampire Warrior: Some vampires have martial training and battlefield experience.
Vampire Spellcaster: Some vampires are practitioners of the arcane arts.
Wight: The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Will-o'-Wisp: Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic.
Wraith: A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died.
Zombie: Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Any humanoid that dies in a death tyrant's negative energy cone becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.
Humanoids slain by a wight can rise as zombies under its control.
A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?
Beholder Zombie: ?

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

Monsters & Creatures: A Young Adventurer's Guide
Vampire Lord: ?
Undead: The dead do not always rest peacefully.
Banshee: The corrupted spirit of a female elf. These cursed creatures misused their great beauty in life and are now condemned to suffer for their cruelty in death.
Skeleton: Animated by dark magic, skeletons are bony warriors summoned forth by spellcasters or who arise of their own accord from graves steeped in necromantic energy and ancient evils.
While most skeletons are humanoid, bones of all types can be brought back to life with powerful enough magic, and adventurers may find themselves facing down all manner of strange and deadly skeletal forms!
While standard races such as humans and elves are most common, powerful mages have managed to revive the bones of huge creatures, like dragons and giants—not to mention cobbling together unique creations from a mix of different bones!
Vampire: ?
Vampire Spawn: Vampire spawn are created when a vampire feeds on a living creature and allows its victim to expire without tasting the vampire’s blood in return.
Legendary Vampire, Count Strahd von Zarovich: ?
Ghost: ?
Ghoul: ?

Mordenkainen's Tome of Foes
Allip: When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.
A few sages and spellcasters have sought to learn the truth about Gith's fate using arcane magic, only to fall victim to a bizarre curse that transforms them into the formless creatures known as allips.
Boneclaw: A wizard who tries to become a lich but fails might become a boneclaw instead.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Deathlock: The forging of a pact between a warlock and a patron is no minor occasion-at least not for the warlock. The consequences of breaking that pact can b e dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Deathlock Mastermind: ?
Deathlock Wight: Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight- a special punishment meted out by certain patrons and necromancers.
Skeletal Arms: Orcus lair action.
Eidolon: The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had prove n their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites.
Creating an eidolon requires a spirit of fanatical devotion-that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site.
Nightwalker: The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power. to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place.
Skull Lord: A combined being born from three hateful individuals.
Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters
Archlich, Vecna: ?
Kas, Vampire Lord: ?
Sword Wraith: When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor-hungry spirit might haunt the battlefield as a sword wraith.
Sword Wraith Commander: ?
Sword Wraith Warrior: ?
Vampiric Mist, Crimson Mist: In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest.
Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.

Undead: Dybbuk's Possess Corpse power.
Banshee: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Ghoul: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
Maurezhi Bite attack.
Nabassu Stoul Stealing Gaze attack.
Doresain: ?
Ghast: ?
Vlaakith, Lich-Queen, Githyanki: ?
Lich: The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master-a humanoid within a few miles who has an unusually hate-filled heart.
Revenant: Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Skeleton: Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.
Specter: Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Summon Specters power.
Wight: In most cases, Orcus transforms his followers into undead creatures such as ghouls and wights.
Some of her most fervent followers seek out the secret of attaining undeath for themselves. Kiaransalee favors them by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn't offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight.
Zombie: The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's s tench clings to it.
A humanoid slain by a deatlock wight's life drain attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Orcus rewards those who spread death in his name by granting them as mall portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
The region containing Orcus's lair is warped by Orcus's magic, creating one or more of the following effects: • Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.

Possess Corpse (Recharge 6). The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.
While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.
The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.

Summon Specters (Recharges after a Short or Long Rest). As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; ld6 specters (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.

Maurezhi Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2dl0 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.

Soul-Stealing Gaze. The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.

Volo's Guide to Monsters
Bodak: A bodak is the undead remains of someone who revered Orcus.
A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name. Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze.
Hierophants of Annihilation, Bodak: Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly.
Devourer: A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes.
Gnoll Witherling: Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves. The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
When a war band grows desperate for food, its members turn on each other. Those who succumb to the violence are devoured, but their service to the war band doesn't end at that point. The survivors preserve the bones of their fallen comrades, so that a pack lord or a flind can perform a ritual to Yeenoghu to turn them into loyal, undead followers known as witherlings.
Mind Flayer Alhoon: Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name. Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Mind Flayer Lich, Illithilich: The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell.
Spawn of Kyuss: Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Spawn of Kyuss Burrowing Worm power.

Banshee: ?
Beholder Death Tyrant: When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings. Sometimes a beholder's dreams are dominated by images of itself or of other beholders (which might or might not actually exist). On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space. This "offspring" might be a duplicate of the beholder that dreamed it into existence, or it could take the form of a different variety of beholder, such as a death kiss or a gazer (see "Beholder-Kin"). It might also be a truly unique creature, such as could be spawned only from the twisted imagination of a beholder, with a set of magical abilities unlike that of its parent. In most cases, the process yields one of the three principal forms of the beholder: a solitary beholder, a hive, or a death tyrant.
Crawling Claw: ?
Flameskull: ?
Ghoul: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ghast: ?
Lich: The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary.
Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
Mummy: The mummies are the undead remains of yuan-ti malisons or purebloods.
Shadow: ?
Skeleton: ?
Specter: ?
Vampire: ?
Wight: Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Zombie: Normally usable only by a death tyrant, negative energy prevents survivors of a battle from healing and animates any dead or dying creatures as zombies under the beholder's control.
Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Devourer's Imprison Soul power.
Ogre Zombie: ?
Beholder Zombie: ?

Imprison Soul. The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. If it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

Burrowing Worm. A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, l hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to O hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.

Acquisitions Incorporated
Jelayne, Unusual Skeleton: Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton.
If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak.
Undead Cocatrice: ?
Talanatha, Vampire Spawn: As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately.
Patsy McRoyne, Ghost: The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it.
Lottie, Lich: ?
Lottie's Palace Staff Skeleton: ?
Jeff Magic, Lich: ?

Undead: As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead.
Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.
Ghost: ?
Ghoul: Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint.
Ghast: Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell.
Lich: ?
Shadow: Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows.
Warhorse Skeleton: The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them.
If the characters poke around the rotting flesh that fell of the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies.
Vampire: ?
Will-o'-Wisp: ?
Zombie: ?
Ogre Zombie: ?

Baldur's Gate Descent Into Avernus
Swarm of Skeletal Rats: ?
Undead Priest, Gideon Lightward: Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature.
Dryad Spirit: In a bygone age, the night hag Red Ruth corrupted a community of dryads by fouling the roots of their trees with mind-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled to ash and became restless, tortured spirits akin to banshees.
Undead Tree: ?
Olanthius, Death Knight: Harurnan followed his master into damnation willingly and was transformed into a narzugon devil, while Olanthius, who took his own life rather than bow before Asmodeus, was brought back to serve as a death knight under Zariel's burning gaze.
One of Zariel's generals, Olanthius, killed himself rather than embrace tyranny. Zariel raised him as a death knight to ensure his loyalty.
Olanthius took his life rather than face damnation, but he was transformed into an undead monster by Zariel to serve her forevermore.
Barnabas, Flameskull: Barnabas, once a powerful wizard, had his crypt defiled by an evil nemesis who stole his skull and turned it into a flameskull.
General Yael, Ghost: I gave up my magic and memories, and Yael gave her life to construct this place to protect the sword.
Elf Spirit: ?
Ghost, Zariel's Knight: The knights' souls are cursed to remain here. They yearn for the afterlife, but the oath they swore to Zariel binds them to her service.
Ghost, Szarr: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh. Wights hide in their tombs by day, while ghosts and wraiths terrorize unsuspecting mortals. Putting down such threats before they can prey on citizens is the Gravemakers' primary job, and though rightfully proud of their prowess, their leader Leone Wen, a lawful good female human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery's center, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs-though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty.
Jander Sunstar, Vampire: This elf warrior, cursed to an eternity of undeath, tried to redeem his corrupted soul by swearing to hunt down his own kind.

Undead: Chronically understaffed, especially in those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics.
Crawling Claw: ?
Ghoul: These former citizens of the city died when Elturel was drawn into Avernus. Their souls were corrupted by the terrible power of the plane, leaving them in these undead forms.
Undead Pit.
Ghast: Undead Pit.
Mummy: Zariel's warlocks helped build the Crypt of the Hell-riders to gain infernal power in their mortal world. When they died, their cursed bodies were dragged into Avernus to guard the tomb for eternity.
Revenant: Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Shadow: Undead Pit.
Skeleton: If one or more of the black candles on the altar are lit, they shed a green light that reveals black writing on the walls. The writing, which is not visible otherwise, says in Common, "RISE AND BE COUNTED!" If these words are spoken aloud within 5 feet of the altar, the words vanish as bones hidden under the debris at the north end of the room rise up and knit together, forming three animated human skeletons. The skeletons are evil undead, but they obey the commands of whoever spoke the words that raised them, serving that individual until they're destroyed or their master is killed.
A squad of Baphomet's minotaurs attempted to overrun the chapel, but Gideon and his servants slew them. Gideon then turned them into four minotaur skeletons that attack as soon as any character enters this area.
Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former manor, and the city decided to turn the estate into a single massive graveyard that acts as the primary repository for the city's dead.
The graveyard itself is a maze of crypts and monuments, its organization nearly impossible for outsiders to discern as the multi-chamber ossuaries of rich merchants and pirate lords loom over the simple plaques and rotting wooden holy symbols of the poor. Natural cavern systems have been expanded and shored up to create extensive crypts, yet over generations maps have been lost or poorly updated, and it's not uncommon for a gravedigger to find themselves striking the wood of a coffin where no coffin should be, or tumbling through into a forgotten stretch of tunnel. Rampant grave robbery by brigands and necromancy-obsessed followers of Myrkul only increases the chaos, as bodies get exhumed and reburied wherever it's convenient. Most significantly, a major landslide decades ago dropped a large portion of the cemetery's cliff into the river below, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore. and many of the easier pickings have been taken, it's common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their headstones wiped anonymously clean by wind and rain.
Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead-and Tumbledown-from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw spontaneously out of their graves, while ghouls and ghasts burrow into crypts and catacombs, drawn by the scent of decaying flesh.
Undead Pit.
Minotaur Skeleton: Slain servants of Baphomet stripped of flesh and animated by Gideon using the power of the Companion.
Specter: As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers transform into specters under Olanthius's command and join him on his hunt.
Undead Pit.
Vampire Lord: ?
Wight: Undead Pit.
Will-o'-Wisp: ?
Wraith: Being entombed in Avernus has corrupted the spirits of these knights.
Undead Pit.
Zombie: Flennis is preparing to make a zombie out of the corpse on the table, but the animate dead spell takes 1 minute to cast, which means she must deal with the characters first.
The shambling corpses are six zombies created by Flennis from the remains of the Dead Three cultists' murder victims.
Undead Pit.

Undead Pit
The path around the chapel has been sundered by a deep hole in the ground, filled with a putrid purple mist. The haze filling the hole blocks any sense of how deep it might be, or of what might lie within.
Gideon creates his undead servants in this 30-foot-deep pit, which was formed when a piece of the meteor that struck the High Hall splintered off.
Necromantic Mist. The mist is formed by necromantic energy emitted from the corrupted Companion. A successful DC 10 Intelligence (Investigation) check made to study the mist reveals that it pulsates in sync with the crackling energy of the corrupted Companion. Any creature that enters the mist for the first time on a turn or starts its turn there takes 5 (1d10) necrotic damage. Climbing the sides of the pit without equipment requires a successful DC 10 Strength (Athletics) check. Whenever Gideon directs his minions to toss a dead body into the pit, an undead creature crawls forth one hour later. Newly created undead patiently wander the cemetery grounds until Gideon gives them orders. One undead creature appears during the time the characters investigate the pit, and more can appear if they leave this area, then return again while Gideon is still at large. Use the Undead Creation table to determine what kind of undead creature is created.
UNDEAD CREATION
d20 Undead
1-4 Skeleton
5-7 Zombie
8-10 Shadow
11-12 Specter
13-15 Ghoul
16-17 Ghast
18-19 Wight
20 Wraith

Candlekeep Mysteries
Undead: ?
Miirym the Spectral Wyrm, Spectral Dragon: Well over 1,500 years ago, the silver dragon Miirym broke into Candlekeep, intent on adding its riches to her hoard. She devoured scholars and destroyed a score of irreplaceable books before she was confronted by an archmage and bound into service to protect Candlekeep as penance for her misdeeds. The wizard passed away before Miirym’s sentence had been served, and other spellcasters were unable to break the enchantment that bound her.
Time passed and so did Miirym, whose corpse has long since crumbled into dust. Unfortunately for Miirym, the enchantment remains in effect on her spirit. The spectral dragon—what’s left of her—dwells in the catacombs and caves under the library.
Shemshime, Malevolent Spirit: ?
Cloud Giant Ghost: ?
Undead Minion: ?
Zizokrishka, Adult Blue Dracolich: In her thirst for power, she sought and achieved transformation into a dracolich, willing to wait an eternity to outlast the spell that held Hamukai near death, knowing his life force would one day dissipate and the vault would become openable.
Helmdar, Storm Giant Skeleton: Helmdar completed his mission but was killed by Zikzokrishka and turned into an undead thrall to guard her lair.
Undead Thrall: ?
Xanthoria, Lichen Lich: Xanthoria was a powerful druid who transformed herself into a lichen lich.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
Xanthoria was a druid of Silvanus (god of wild nature) whose forest home was threatened by undead. By researching fungi and lichen, Xanthoria hoped to create a weapon that could protect her forest against undead invaders.
At some point, Xanthoria’s research became more geared toward creating a ward against death itself, then finally toward achieving lichdom.
Ultimately, Xanthoria found a way to link her soul to the life force of another creature and thereby unnaturally prolong her own life, by transforming the other creature into a phylactery.
Xanthoria was a half-elf druid of Silvanus, and a small symbol of Silvanus hangs around her neck. Unfortunately for her, she fell into madness and her research became twisted due to the machinations of Zuggtmoy. She began to perform terrible experiments on living creatures to try to find ways to bridge the gap between life and death. Eventually, she turned her experiments on herself, causing her to transform into an unholy lichen lich.
Undead Behir: ?
Lichen Lich: Lichen liches are the undead remnants of powerful druids.
Strange Bundle of White Poison Ivy With a Single Bulbous Eye in the Middle: ?
Death Tyrant: ?
Mold-Encrusted Skeleton: ?
Death Knight: ?
Flameskull, Consortium of Three: These are the remains of the Consortium of Three, the Netherese wizards who were loyal to Prince Hamukai. After establishing the refuge at Haruun, they honed their magic and vowed to return to Azumar to defeat Zikzokrishka. When they did, they discovered to their horror that Zikzokrishka had transformed into a dracolich, becoming even more powerful. They were defeated, transformed into flameskulls by the dracolich, and commanded to guard her necropolis for eternity.
Sarah, Grieving Ghost: Sarah was one of the servants killed alongside Lady Maria and the three Yellowcrest children—all murdered by Lord Viallis as part of his willing descent into evil. For five years, the young woman’s immortal spirit has been bound within [the book] Sarah of Yellowcrest Manor.
Ghost: It appears they stopped in the cave after an intense battle, fell asleep, and did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait.
Zyrian the Scrivener, Ghost: ?
Ghoul: ?
Lich: Ordinary liches contain their souls in inanimate objects, but the druid Xanthoria discovered a way to house her soul in a living being.
Liches typically use inanimate objects as phylacteries, but Xanthoria discovered a way to house her soul in a living sprite named Thunderwing.
The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected animals and humanoids alongside musings on the viability of experimenting on fey creatures.
Fungal Servant: ?
Mummy Lord: The book describes rituals relating to the creation of a mummy lord. One is a unique and horrific process by which a mummy lord’s organs, normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak. The book also hints of a ritual that can free a servant after the mummy lord is destroyed.
Valin Sarnaster, Mummy Lord: Before arriving at Candlekeep, The Canopic Being was stolen from the person who has most recently made use of it. Valin Sarnaster is an honored oracle of Savras, based in the House of the All-Seeing Orb in Tashalar. In accordance with visions she experienced years before, the oracle has embraced undeath by becoming a mummy lord, using the rituals described in the book.
Mummy: ?
Undead Scholar: ?
Shadow: ?
Warhorse Skeleton: ?
Hands of the Dead: ?
Sylphene, Poltergeist: ?
Poltergeist: ?
Specter: ?
Elf Vampire: ?
Vampire: ?
Wight: ?
Drovath Harrn, Wight: ?
Will-o'-Wisp: ?
Zombie: ?

Curse of Strahd
Phantom Warrior: A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty.
Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Strahd Zombie: Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
These undead soldiers once served as guards in Castle Ravenloft. They fled the castle after Strahd became a vampire but couldn't avoid their master's wrath.
Vladimir Horngaard, Revenant: Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order.
"If you have come to destroy me, know this: I perished defending this land from evil over four centuries ago, and because of my failure, I am forever doomed.”
Sir Godfrey Gwilym, Revenant: Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights—including Godfrey—to come back as revenants as well.
Lord Ruthven, Vampire: ?
Spirit, Phantom, Ghostly Adventurer: Spirits drift along the Old Svalich Road toward Castle Ravenloft in the dead of night. These phantoms are all that remain of Strahd's enemies, and this damnable fate awaits anyone who opposes him.
Every night at midnight, one hundred spirits rise from the cemetery and march up the Old Svalich Road to Castle Ravenloft.
These aren't the spirits of the people buried here, but of previous adventurers who died trying to destroy Strahd. Every night, the ghostly adventurers attempt to complete their quest, and each night they fail.
Skeletal Rider, Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Skeletal Rider, Warhorse Skeleton: The human skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in search of another way out, without hope of salvation.
Doru, Vampire Spawn: ?
Crawling Strahd Zombie: The groans are coming from a Strahd zombie that is missing both of its legs, so that only its head, torso, and arms remain.
Helga Ruvak, Vampire Spawn: ?
Pidlwick, Ghost: If asked how he died, he replies humorlessly, "I fell down the stairs." If Pidlwick II is with the party, the ghost points at the clockwork effigy and says, "He pushed me down the stairs."
Tormented Spirit, Varushka: The spirit of Varushka, a maid, haunts this chamber. She took her own life when Strahd began feeding on her, denying him the chance to turn her into a vampire spawn.
Escher, Vampire Spawn: ?
Prince Ariel du Plumette, Ariel the Heavy, Ghost: Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the apparatus still couldn't bear his weight, and he plunged from the Pillarstone of Ravenloft to his death.
Khazan, Lich: Khazan was a powerful archmage who unlocked the secrets of lichdom, then later tried to become a demilich and failed.
Sasha Ivliskova, Vampire Spawn: ?
Patrina Velikovna, Banshee: In life, Patrina Velikovna was a dusk elf who, having learned a great deal about the black arts, was nearly a match for Strahd's powers. She felt a great bond with him and asked to solemnize that bond in a dark marriage. Drawn to her knowledge and power, Strahd consented, but before he could drain all life from Patrina, her own people stoned her to death in an act of mercy to thwart Strahd's plans. Strahd demanded, and got, Patrina's body. She then became the banshee trapped here.
Sir Klutz Tripalotsky, Phantom Warrior: If the sword is pulled from the armor, Sir Klutz appears as a phantom warrior, thanks whoever pulled his weapon free, and agrees to fight alongside that character for the next seven days. Sir Klutz perished years before Strahd became a vampire, so the phantom warrior knows nothing of Strahd's downfall or the curse afflicting Barovia.
Kroval "Mad Dog" Grislek, Master of the Hunt, Wraith: ?
Ludmilla Vilisevic, Vampire Spawn: ?
Anastrasya Karelova, Vampire Spawn: ?
Valenta Popofsky, Vampire Spawn: ?
Assassin's Ghost: The entity in the mirror is the spirit of a nameless assassin who once belonged to a secret society called the Ba'al Verzi.
Father Lucian, Vampire Spawn: During the chaos, Strahd enters the church in bat form, then reverts to vampire form and attacks Father Lucian. Unless the characters intervene, Strahd kills the priest before returning to Castle Ravenloft.
If Father Lucian dies, locals bury his body in the church cemetery, whereupon it rises the following night as a vampire spawn under Strahd's control.
Snow Maiden: ?
Lazlo Ulrich, Ghost: Strahd refuses to let Burgomaster Ulrich's spirit find rest because of what he did to poor Marina.
Exethanter, Lich: The wizards were dead and gone by the time an evil archmage named Exethanter arrived at the temple. He breached the temple's wards, spoke to a vestige trapped in amber, and discovered the secret to becoming a lich.
Rosavalda Durst, Rose, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Thornboldt Durst, Thorn, Ghost: The Durst children, Rose and Thorn, were neglected by their parents and locked in this room until they starved to death.
If asked how they died, Rose and Thorn explain that their parents locked them in the attic to protect them from "the monster in the basement," and that they died from hunger.
Baron Metus, Vampire: ?
Erasmus Van Richten, Vampire: ?

Strahd von Zarovich, Vampire: Unwilling to go the way of his father, Strahd studied magic and forged a pact with the Dark Powers of the Shadowfell in return for the promise of immortality.
Strahd's attention soon turned to Tatyana, a young Barovian woman of fine lineage and remarkable beauty. Strahd believed her to be a worthy bride, and he lavished Tatyana with gifts and attention. Despite Strahd's efforts, she instead fell in love with the younger, warmer Sergei. Strahd's pride prevented him from standing in the way of the young couple's love until the day of Sergei and Tatyana's wedding, when Strahd gazed into a mirror and realized he had been a fool. Strahd murdered Sergei and drank his blood, sealing the evil pact between Strahd and the Dark Powers. He then chased Sergei's bride-to-be through the gardens, determined to make her accept and love him. Tatyana hurled herself off a castle balcony to escape Strahd's pursuit, plunging to her death. Treacherous castle guards, seizing the opportunity to rid the world of Strahd forever, shot their master with arrows.
But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a vampire.
When Strahd came to the temple seeking immortality, Exethanter sensed that he was a man of destiny. The evil powers in the temple felt something much stronger: a darkness that eclipsed their own. Strahd communed with these evil vestiges and forged a pact with them. When Strahd later murdered his brother Sergei, that pact was sealed with blood. Strahd transformed into a vampire, and the Dark Powers turned his land into a prison.
“I made a pact with death, a pact of blood. On the day of the wedding, I killed Sergei, my brother. My pact was sealed with his blood.”
“Arrows from the castle guards pierced me to my soul, but I did not die. Nor did I live. I became undead, forever.
Ghost: This particular ghost is all that remains of a person drained of life by Strahd.
Vampire Spawn: Strahd has been the master of Ravenloft for centuries now. Since becoming a vampire, he has taken several consorts-none as beloved as Tatyana, but each a person of beauty. All of them he turned into vampire spawn.
Revenant: The revenant was a knight of the Order of the Silver Dragon, which was annihilated defending the valley against Strahd's armies more than four centuries ago. The revenant no longer remembers its name and wanders the land in search of Strahd's wolves and other minions, slaying them on sight.
The death of Argynvost enraged the spirit of Vladimir Horngaard, the greatest of the dragon's knights. Horngaard returned as a revenant and swore to avenge the destruction of the order. His zeal was so great that it also brought back the spirits of several other knights, who rose as revenants under Vladimir's command.
Zombie: These unfortunate Barovians fell prey to the evils of the land and now shamble from place to place as a ravenous mob.
Cyrus explains that he just isn't the cook he used to be, and his meals tend to get out of hand these days.
Will-o'-Wisp: ?
Ghoul: ?
Crawling Claw: ?
Shadow: They are the remnants of dark souls that perished here long ago.
Wight: These undead soldiers once served as guard captains in Castle Ravenloft.
Specter: The bedroom once belonged to the family's nursemaid. The master of the house and the nursemaid had an affair, which led to the birth of a stillborn baby named Walter. The cult slew the nursemaid shortly thereafter. The nursemaid's spirit haunts the bedroom as a specter.
Near an iron stove, underneath one of the sheets, is an unlocked wooden trunk containing the skeletal remains of the family's nursemaid, wrapped in a tattered bedsheet stained with dry blood. A character inspecting the remains and succeeding on a DC 14 Wisdom (Medicine) check can verify that the woman was stabbed to death by multiple knife wounds.
Skeleton: Whenever a wight is killed in this vault, some of the bones knit together, forming 2d6 animated human skeletons.
Buried under the earthen floor are eight human skeletons-the animated remains of dead Vallakians that were stolen from the church cemetery and animated by Lady Wachter. They rise up and attack intruders who cross the floor.
Flameskull: After his transformation, the lich Exethanter took over the temple and turned the skulls of it previous defenders into flameskulls under his command.
Flameskulls-constructs made from the remains of dead wizards-guard the temple.
Demilich: ?
Poltergeist: An amber golem once stood guard here, but it escaped after thieves broke into the treasury and looted it. The golem has since made its way upstairs.
Not all of the thieves escaped, and the pulverized remains of those who died here lie strewn upon the floor. Their restless spirits survive here as four poltergeists
Vampire: West Sarcophagus. The vestige within this sarcophagus offers "the dark gift of the Vampyr" to any humanoid creature of evil alignment that touches it. The Vampyr's gift is the immortality of undeath. If the dark gift is accepted, its effect doesn't occur until the following conditions are met, in the order given below. The creature becomes aware of the conditions only after accepting the dark gift.
The beneficiary slays another humanoid that loves or reveres him or her, then drinks the dead humanoid's blood within 1 hour of slaying it.
The beneficiary dies a violent death at the hands of one or more creatures that hate it.
When the conditions are met, the beneficiary instantly becomes a vampire under the Dungeon Master's control (use the stat block in the Monster Manual).
After receiving the dark gift, the beneficiary gains the following flaw: "I am surrounded by hidden enemies that seek to destroy me. I can't trust anyone."
Lich: South Sarcophagus. The vestige within this sarcophagus offers "the dark gift of Tenebrous" to any humanoid creature of evil alignment that can cast 9th-level wizard spells. Tenebrous's gift is the secret of lichdom. This dark gift grants its beneficiary the knowledge needed to perform the following tasks:
Craft a phylactery and imbue it with the power to contain the beneficiary's soul
Concoct a potion of transformation that turns the beneficiary into a lich Construction of the phylactery takes 10 days. Concocting the potion takes 3 days. The two items can't be crafted concurrently. When the beneficiary drinks the potion, he or she instantly transforms into a Lich under the Dungeon Master's control (use the stat block in the Monster Manual, altering the Lich's prepared spells as desired).
The beneficiary of this dark gift gains the following flaw: "All I care about is acquiring new magic and arcane knowledge."
Shadow: ?
Ghast: ?

Deck of Many Things
Avatar of Death: ?

DM Basic Rules V0.5
Undead: Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: The woeful banshee is a spiteful creature formed from the spirit of a female elf.
Flameskull: ?
Ghost: A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
Ghoul: ?
Mummy: Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest.
Skeleton: ?
Wight: ?
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.

Dragon+: Six Faces of Death (5e)
Vargo, Skull Lord: Created from the bodies of three evil adventurers, the skull lord Vargo has spent hundreds of years in Acheron.
Vargo was once three evil adventurers who teamed up to defeat the devil Earl Andromalius. When they were defeated, Andromalius subjected them to a horrific curse, combining the three of them into a single undead being.
Pixelated Skeleton: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.
Pixelated Zombie: Every body in the room is an undead creature, culled from the endless supply of bodies at area 6.39 and raised by the skull lord using necromantic rituals.

Dungeons & Dragons Starter Set Stranger Things
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life.
The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.
Vampire: ?

Dungeon Master's Guide
Avatar of Death: ?
Elfshadow: ?
Kas the Bloody Handed: ?
Kaius, Vampire: ?
Ctenmiir, Vampire: ?

Undead: Perhaps a wizard unlocks the secret to immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse.
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.
Banshee: ?
Beholder Death Tyrant: ?
Crawling Claw: ?
Death Knight: The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Demilich: ?
Acererak Archlich: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: The rakshasa master of a nearby monastery performs rituals to raise troubled ghosts from their rest.
Ghoul: ?
Ghast: ?
Lich: A wizard might steal the items needed to create a phylactery and become a lich.
The Book of Vile Darkness could hold a ritual that allows a character to become a lich or death knight.
Mummy: ?
Mummy Lord: ?
Lich-God Vecna, The Whispered One, The Master of the Spider Throne, The Undying King, The Lord of the Rotted Tower: Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich.
Revenant: ?
Shadow: ?
Skeleton: ?
Minotaur Skeleton: ?
Warhorse Skeleton: ?
Specter: ?
Specter Poltergeist: ?
Vampire: ?
Vampire Spawn: ?
Count Strahd Von Zarovich: ?
Vampire Warrior: ?
Vampire Spellcaster: ?
Wight: Artifact Major Detrimental Property 81-85.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Any creature besides Orcus that tries to attune to the Wand of Orcus must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
Ogre Zombie: ?
Beholder Zombie: ?

Artifact Major Detrimental Property
Property 81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.

Dungeons & Dragons vs Rick and Morty
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them.
Zombie: The mightiest wizards learn to conjure elementals from other planes of existence, glimpse the future, or turn slain foes into zombies.

Eberron: Rising from the Last War
Karrnathi Undead Soldier: Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance. The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power-and that Lady Illmarrow or someone else will turn the undead against the living.
While we'd like to take the abactor at his word, our research shows that Malevanor was personally involved in the program that produced the infamous Karrnathi undead soldiers.
Erandis Vol, Erandis d'Vol, Lady Illmarrow, Queen of Death, Lich: Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
Undying, Deathless: The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community. Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body-an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
Necromancy is a pillar of Aereni society, distinct from the sinister power most adventurers encounter. Positive energy sustains the deathless undead of Aerenal-both the light of Irian and the devotion freely given by their descendants.
Ascendant Councilor: The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Undying Councilor: ?
Undying Soldier: ?
Old Dalaen, Ghost: ?
Mist Apparition: ?
Pfinston Nezzelech, Ghost: The ghost of a gnome inquisitive who died when the old city collapsed during the War of the Mark.
Lich-Priest Gath: ?
Abactor Hask Malevanor, Mummy: ?
King Kaius ir'Wynarn III, Kaius I, Vampire: ?

Undead: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
The Emerald Claw violates graves near a small village, animating the corpses into undead laborers to help build an eldritch machine.
A victim who was killed by a House Tarkanan assassin returns as an undead that tries to kill anyone who bears an aberrant mark.
In the sewers below Sham, a mad necromancer puts the final touches on a device that will turn the city's residents into undead.
Six years ago, shortly after Kaius's accession, a figure known as Lady Illmarrow emerged as the leader of the Order of the Emerald Claw. Few of her followers know anything about her, other than her great skill as a necromancer; many members of the Order refer to her as Queen of the Dead. Some members of the order believe she will ultimately raise Karrnath above all other nations. Others simply trust that she will grant them personal power. They believe that she is poised to become a god of death, and that when she ascends to divinity, they will be granted immortality or at least the eternal life of undeath.
Banshee: Dolurrh Manifest Zone feature.
Dracolich: ?
Ghost: As a barbarian, you could have been a simple peasant caught in the Mourning. Everyone else in your community was killed, but their spirits were bound to you. Your barbarian rage represents you channeling these vengeful ghosts.
The Talentan reverence for spirits derives from the fact that a variety of spirits haunt the Plains. The region contains an unusual number of manifest zones tied to Dolurrh and Thelanis. Ghosts are more likely to linger in such places, and minor fey are scattered across the Plains.
Shadukar is a grim reminder of the cost of the war. Once known as the Jewel of the Sound, this coastal city was destroyed in a bitter siege against Karrnathi forces. The city has yet to be reclaimed, and it's said to be haunted both by Thrane ghosts and by undead forces left behind by the Karrns.
The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
No one knows exactly; what lurks in Old Sharn. The ruins could contain ghosts or other undead, the vengeful spirits of the aberrant-marked people who took refuge in the fallen city.
Today, the district known as Fallen is strewn with the rubble of the fallen tower, mingled with shattered buildings and broken statues. Those who venture into Fallen must deal with the Ravers, feral savages that lurk in the shadows. There's no question that the Ravers exist, but their true nature remains a subject of debate. A common hypothesis is that they're the descendants of the original inhabitants of the district, who were possessed and driven mad by the ghosts of those who died when the tower fell.
The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Ghosts might linger in a manifest zone associated with Dolurrh.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Ghoul: ?
Incorporeal Undead: Dolurrh Manifest Zone feature.
Lich: ?
Mummy: ?
Revenant: Murdered by House Cannith assassins after she learned too much about the house's secret research.
Shadow: Dolurrh Manifest Zone feature.
Skeleton: Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Specter: The Mourning had no effect on existing undead, and a large number of new undead came into being when the cataclysm occurred. Various spirits (such as ghosts and specters) linger near the places where they died, and the corpses that litter an abandoned battlefield might rise up to continue fighting whenever a living creature comes near. Some of these entities are similar to undead that might be encountered outside the Mournland, but others have alterations that are tied to the unusual manner of their deaths.
Dolurrh Manifest Zone feature.
Poltergeist: ?
Vampire: ?
Wraith: The Panaceum has an altar that can be used to perform raise dead, but this service isn't without its risks. Sometimes the wrong spirit returns to a body, or malevolent ghosts or wraiths might escape from the netherworld along with the person being raised.
Strong negative emotions can trap a spirit as a ghost or wraith.
Dolurrh Manifest Zone feature.
Zombie: You lost a lot of friends in battle, but what made it worse was watching that cackling wizard raise them as zombies and turn them against you.
Most colossi are tombs, filled with the bodies of the crews that perished in the cataclysm. But the Mourning affected everything in bizarre ways, so a venture inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus's interior in the years since the Mourning. The master docent in another one might speak through the brass horns that the crews used to communicate, growing increasingly incoherent and/or sinister. The crew of a colossus might be undead-zombies lumbering through the colossus's interior, or spirits doomed to haunt it until they can find blessed release.
Investigating disappearances among an elf community reveals that the Order of the Emerald Claw has been attempting to inscribe something like a dragonmark in their skin, then reanimating the failed experiments as zombies.
A humanoid reduced to 0 hit points by damage damage from Lady Illmarrow's poison breath dies and rises at the start of Illmarrow's next turn as a zombie.
Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance.
Mabaran Resonator eldritch machine.
Mournland Environmental Effect.

MABARAN RESONATOR This dread device draws on the power of Mabar, infusing the dead with the malign energy of the Endless Night. While it is active, any humanoid that dies within 2 miles of the resonator reanimates 1 minute later as a zombie (see the Monster Manual for its stat block) under the control of the creature controlling the device.

DOLURRH MANIFEST ZONE FEATURES
d4 Feature
1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign.
2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended.
3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead.
4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 +the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.

MOURNLAND ENVIRONMENTAL EFFECTS
d8 Effect
1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1st-level slot restores no hit points.
2 A character who casts a spell must make a Constitution saving throw against the character's own spell save DC. On a failed save, the character takes psychic damage equal to the spell's level and gains one level of exhaustion.
3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control.
4 The area is affected by a silence spell.
5 Each creature that enters the area is affected by an enlarge/reduce spell, with an equal chance for each effect. The effect lasts until the creature leaves the area.
6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight.
7 All creatures are linked to every other creature in the area as if by the telepathy spell.
8 A creature that casts a spell of 1st level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player's Handbook.

Essentials Kit
Lady Alagondar's Skeletal Horse, Undead Riding Horse: ?
Vyldara, Banshee: The site was abandoned and sealed up long years ago after being haunted by a banshee-the restless spirit of a moon elf ambassador named Vyldara who tried and failed to foment civil unrest among the dwarves. The dwarves imprisoned the elf and sent messages to her people, asking that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed.
Miraal, Banshee: Miraal was a sea elf killed by Moesko, who took her spellcasting focus-an opalescent conch as a trophy.
Axeholm's Dwarf Castellan, Ghoul: ?

Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Banshee: A banshee is the hateful spirit of a once-beautiful female elf.
Ghoul: When the elf's evil spirit started filling Axeholm's halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin.
Will-o'-Wisp: ?
Strahd von Zarovich: ?

Explorer's Guide to Wildemount
Frost Giant Zombie: An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eisel cross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead.
Beyond shaping the unsuspecting frost giants into undying horrors, the Aeorian artifact also infused and amplified the elemental nature of the wandering horde, so that the undead giants exude a deadly aura of slowing cold, ensnaring their prey in icy mist that lessens their chance to escape.
The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Jarl Conessa Berg, Frost Giant Zombie: The frost giant leader, Jarl Conessa Berg, was obsessed with gathering objects from Aeor. Two centuries ago, one of those items turned Conessa and every giant within her castle into an undead zombie.
Husk Zombie: The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies-resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Humanoids killed by a husk zombie become husk zombies themselves, rising quickly to join their slayer in merry carnage.
A humanoid slain by a melee attack from the [husk] zombie revives as a husk zombie on its next turn.
A humanoid creature killed by this [Husk Zombie Burster Burst attack] damage rises as a husk zombie after 1 minute.
Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie.
If this damage [from a nergaliid's siphon life attack] kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie.
Husk Zombie Burster: Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection.
Shadowghast: ?
Undead: ?
Mynarc Furdahl, Undead Warlock: ?
Restless Undead: The ancient burial mounds scattered across Far Hharom are rumored to be haunted by restless undead that were animated just as the arcane meddling of the Betrayer Gods reached its abominable zenith.
Undead Minion: ?
Undead Horror: ?
Undead Spirit of Unnamable Horror: ?
Swarm of Undead Snakes: ?
Ghost of an Aerorian Citizen: ?
Ghost: ?
Vecna, The Whispered One, Lich, Terrible Lich: ?
Vecna, The Whispered One, Lich Lord, God: His enduring spirit reformed through the ages and managed to reconstruct the Raven Queen's rites of ascension to become the newest of gods to walk Exandria.
When Vecna's physical form was destroyed during the Age of Arcanum, his most devoted followers founded the Remnants, a collection of secretive sects dedicated to realizing Vecna's plan to ascend to godhood, despite his death. The cult succeeded in aiding his resurrection and ascension, but they were scattered when the heroes of Vox Machina banished and sealed Vecna beyond the Divine Gate.Oleyahs, Demilich: ?
Demilich: ?
Vorugal, Ancient White Dracolich: A death knight named Pentrakath lurks in a cave in the Dreemoth Ravine, and he has uncovered the bones of Vorugal, the ancient white dragon that destroyed Draconia twenty years ago. He gathered a host of profane relics and stole the souls of hundreds of dead dragonborn in an attempt to stitch together a soul powerful enough to resurrect Vorugal as an ancient white dracolich.
Oracs the Enduring, Ancient Black Dracolich: ?
Pentrakath, Death Knight: ?
Shadow: ?
Skeletal Abomination: Something in Ustaloch is turning the fish and crabs in the lake into skeletal abominations that attack boats and people near the shore.
Skeletal Creature: ?
Specter of Dwarf: ?
Specter of Elf: ?
Spirit of Dead Sailor: ?
Spirit of Dead Sea Hag: ?
Pillia Ravenosa, Vampire: ?
Vampire Spawn: Velima Shanglian, a vampire who lives in a hidden lair outside Yrrosa, turned the travelers into her vampire spawn.
Velima Shanglian, Vampire: ?
Mera Vacross, Vampire: The person behind the attacks is Mera Vacross, a female human transformed into a vampire by one of Korberta Horswell's experiments.
Vampire: ?
Wight: ?
Poltergeist: ?
Ferol Sal, Wight: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death. Ferol returned as a wight and has continued to work obsessively in his personal lab ever since.
Wraith: The temple is filled with specters of dwarves and elves captured by a high priest who went mad and locked her congregation in the temple during the final ore raid. All her victims starved to death, as did the priest herself, who became a wraith.
Zombie: The humanoids working in Salsvault died when it crashed into Foren. Just before impact, Ferol Sal, the necromancer in charge of Salsvault, released an experimental disease that caused any humanoids who died in the complex to return as undead. Most of those affected returned as zombies that attack intruders on sight and fight to the death.
One of the blacksmiths who worked in this chamber was crushed by a stone table that broke into rubble when Salsvault crashed into Foren. Since then, the blacksmith has been a zombie restrained beneath the rubble and unable to break free.
Human Zombie: ?
Well-Preserved Human Zombie: ?

Ghosts of Saltmarsh
Bodak: These soulless terrors, each one risen from the remains of someone who revered Orcus, Lord of the Undead. exist only to spread further suffering and death.
Drowned Ascetic: ?
Drowned Assassin: ?
Drowned Blade: ?
Drowned Master: ?
Skeletal Alchemist: ?
Skeletal Juggernaut: ?
Skeletal Swarm: This swarm of bones found rising out of the sand in Isle of the Abbey is made from the remains of several animated skeletons.
Drowned One, Walker: The pirates, now fully under Orcus's thrall, emerged from the wreckage and marched across the seabed to Firewatch Island. They overran the garrison and carried the remains back to their wrecked ship. There, with Orcus's instruction, they began the laborious process of opening the Pit of Hatred, a rift to the Abyss that can transform corpses into drowned ones.
Feeding off the captain's rage and hate as he died, the energy of the rift animated Tammeraut's crew and turned them into drowned ones.
Xolec, Vampire: ?
Zombified Starfish: ?
Zombified Anemone: ?
Zombified Harmless Aquatic Beast: ?
Captain Ineca Sufocan, Elf Vampire: ?
Syrgaul Tammeraut, Drowned Master: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Calimara, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.
Alina, Ghost: Calimara and Alina are the ghosts of missionaries that died in the brig along with the high priest when the ship sank.

Undead: The sinking of Tammeraut did not spell the end for Syrgaul and his band of pirates. As his ship plunged into the sea. he called out to his fiendish patron. Orcus heeded his call and imbued Syrgaul and his crew with undeath, the twisted form of immortality he offers his followers.
Off the coast, near heavily trafficked sea lanes, cultists of Orcus create a gateway on the seabed that links to the Abyss. The water above swirls and plunges downward, creating a whirlpool that devours ships and sea life.
Living creatures pulled to the bottom of the whirlpool are slain, warped with Abyssal energy, and unleashed into the sea as undead creatures. Unless someone finds the gate, slips through it into the Abyss, and destroys the unhallowed site found on the other side, the whirlpool will unleash a horde of undead sailors and sea creatures that can transform the region around it into a dead zone.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Skeleton: If a skeletal juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Vampire: ?
Ghoul: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Zombie: Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Shadow: ?
Specter: If a humanoid creature dies in ghost fog, its spirit rises as a specter that is hostile toward all creatures that aren't undead.
Ghosts howl and whirl in a magical necromancy storm's wind, while the remains of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship.
Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Banshee: ?
Wight: ?
Vampire Spawn: ?
Mummy: ?
Death Knight: ?
Ghast: This deck is a prison for four ghasts-formerly a group of thieves who stowed away in the hold before the Emperor last left port. When the ship was waylaid by the storm, they could not escape from the hold and eventually starved to death.
Minotaur Skeleton: ?
Ogre Zombie: ?
Ghost: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Wraith: Ghost ships are incorporeal vessels that carry undead crews. The crews often died in a grisly manner and have unfinished business that keeps them tethered to the Material Plane.
Using a cursed ceremonial dagger the cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower deck of the Marshal.
Flameskull: ?
Demilich: ?
Lich: ?


Guildmasters Guide to Ravnica
Erstwhile: A significant shift in the Golgari balance of power began when the kraul death priest Mazirek discovered an ancient mausoleum compound. Deep in the undercity, beneath the layers of civilization that had built up over millennia, Mazirek found a hidden network of vaults called Umerilek, an enormous structure that would have dominated a city block. Inside were hundreds of well-preserved corpses suffused with a latent necromantic power that Mazirek activated, bringing the corpses back to a shambling semblance of life. This new race of undead is called the Erstwhile (equivalent to the wight in the Monster Manual).
In their time, the Erstwhile were aristocratic elves of immense wealth and opulence.
Fungus Drudge: Fungus covers the bodies of most of the undead that serve the guild, the majority of which are fungus drudges (equivalent to zombies in the Monster Manual)- mindless servants animated by the fungus that infests their bodies.
The region containing a Golgari lair is infested with mosses and strange fungi. This habitat accounts for one or both of the following effects in the surrounding undercity (the effects don't spread to the surface): Moss, fungi, and other growth covers every under-ground surface within half a mile of the lair. Fungal spores drifting throughout the lair have the power to animate corpses. Whenever a Small or Medium humanoid dies within the lair, roll a die. On an odd number, the dead creature rises up as a fungus drudge (use the zombie stat block in the Monster Manual) 1d8 hours later, unless its body is destroyed.
Devkarin Lich: Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.
Various forms of fungus grow in and over the rotting flesh to hold the body together.
Storrev, Lich: ?
Orzhov Spirit: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Indentured Spirit: Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia. An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits.
Nightveil Specter: A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live.
Gloamwing: If a gloamwing is killed, its specter becomes fixated on destroying those responsible. lf the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
Blood Drinker Vampire: ?
Mind Drinker Vampire: When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Szadek, Mind Drinker Vampire: ?
Jarad Vod Savo, Elf Lich: Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.
Obzedat Ghost, Ghost Council, Patriarch: The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Karlov, Grandfather, Obzedat Ghost: ?
Enezesku, Obzedat Ghost: ?
Fautomni, Obzedat Ghost:
Vuliev, Obzedat Ghost: ?
Xil Xaxosz, Obzedat Ghost: ?
Svogthir, Lich: The original mandate of the Golgari Swarm under the leadership of Svogthir, its Devkarin founder, was to maintain Ravnica's agriculture and manage its waste. But Svogthir's interest in necromancy, and his eventual transformation into a lich, shaped the course of the guild's activities and gave birth to its philosophy of embracing death as part of nature's cycle.
Elf Lich: ?
Wight of Precint Six: ?
Undead: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Fierce Undead Horror: Storrev is a lich and a leader of the Erstwhile. She is adept at the politics of court, and she is feared for her power to transform dead monsters, from ordinary beetles to the mightiest wurms, into fierce undead horrors.
Ghost: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual.
Lich: ?
Revenant: Orzhov spirits and Golgari zombies are not the extent of undead in Ravnica. Wherever people die, there's a chance of them returning as revenants, ghosts, or other forms of undead.
Shadow: ?
Specter: For the members of the Orzhov Syndicate, life as a spirit after death can be a gift, or it can mean everlasting servitude. The process of separating the soul from the body is often willingly undergone by the heads of the oldest and most respected families of the Orzhov oligarchy, resulting in pampered spirits that think they can spend the rest of eternity enjoying the spoils of their decadence. These spirits begin their undead existence as ghosts and use the ghost stat block in the Monster Manual. Over time, however, they tend to shed the nuances of their personalities and become caricatures of their living selves, often turning into specters, as described in the Monster Manual.
Vampire: ?
Wraith: ?
Ogre Zombie: ?
Zombie: Druid Circle of Spores Fungal Infestation power.
A Golgari shaman is spreading a fungal infection that transforms its dead victims into zombies.
Citizens who die in a particular neighborhood sprout fungal growths and rise as zombies, then shamble toward the undercity.
People who die in Rakdos-inspired violence stand back up as zombies and keep fighting.

FUNGAL INFESTATION
At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Hoard of the Dragon Queen
Undead Dragon: ?
Szass Tam, Lich: ?
Sandesyl Morgia, Elf Vampire: ?
Dracolich: ?
Vampire Spawn: ?
Specter: Several of the castle’s residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of six specters haunting the chamber.
Will-o'-Wisp: ?

Icewind Dale – Rise of the Frost Maiden
Brain in a Jar: Through a n eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.
The Unfettered Mind. This lunatic text discusses how one might exist solely as a disembodied brain, preserved for eons in a magical suspension fluid. It includes sketches of brains in jars.
Ythryn's mages could extend their lives indefinitely by preserving their brains inside jars.
Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar.
Ritual of Brain Transfer. Veneranda can use the equipment in this chamber to transform one humanoid into a brain in a jar. This ritual takes 24 hours and results in the death and liquefaction of the subject's body.
Veneranda, Brain in a Jar: Shifting green, purple, and blue light spills into this room through a single window. Bolted-down tables hold an array of equipment: beakers of alchemical fluid, alembics, cut crystal needles, surgical tools, coiled leather tubes, and more. Behind the tables stands an ornate suit of armor. Where the head should be is a swollen human brain floating inside a canister of translucent fluid.
This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to become a brain in a jar that is affixed to the body of a headless helmed horror.
Coldlight Walker: Some humanoids who died from extreme cold but whose spirits languish in the mortal world become coldlight walkers, burning with frigid fury at the meaninglessness of life.
Gods that personify winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile life can be.
The coldlight walker is the undead remnant of a Reghed nomad or the shambling corpse of an unfortunate Ten-Towner who was cast naked into the tundra as a sacrifice to Auril and perished from exposure.
The coldlight walkers are made from the frozen corpses of Ten-Towners who were banished to the tundra as sacrifices to the Frostmaiden.
Any of Avarice's minions still patrolling the city are swiftly captured and dragged before the Frostmaiden. Auril murders each captive in turn and transforms the cultist into a coldlight walker.
Frost Giant Skeleton: Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.
Frost Giant Skeleton Wielding a Rusty Anchor: ?
Gnoll Vampire: When a gnoll's ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
Tekeli-Li, Gnoll Vampire: Tekeli-li was a fang of Yeenoghu, a powerful gnoll whose pack invaded lcewind Dale more than a century ago. When the gnolls' wanton slaughter of reindeer herds threatened the survival of the Reghed tribes, the tribes banded together against the gnolls and routed them in the autumn of 1333 DR. Tekeli-li and his surviving kin fled across the tundra with the Reghed tribes in pursuit.
The wounded gnolls found an icy cleft on the edge of the Reghed Glacier and hid there for the winter. To keep their leader alive, the other gnolls allowed Tekeli-li to eat them one by one, yet his hunger would not abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become-the embodiment of winter's remorseless consumption.
Icewind Kobold Zombie: The necromancer Vellynne Harpell has Icewind kobold guides in her employ, including a pair that died and were turned into zombies using animate dead spells.
Since arriving in Icewind Dale, Vellynne has secured the services of six Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast by Vellynne's rival, Nass Lantomir), but Vellynne animated their corpses, turning them into zombies.
Kobold Vampire Spawn: The creature is a kohold vampire spawn created by Tekeli-li.
Nass Lantomir's Ghost, Spellcasting Ghost: Nass Lantomir was an apprentice of Zelenn the White, one of five archmages who oversee the Arcane Brotherhood. Nass and Zelenn's relationship started off well, but in recent years it has become painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn's suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass followed her fellow wizards to Icewind Dale. She caught up to them in Bryn Shander and made her presence known, claiming she was sent by her master to aid the expedition with her divinations. Egos and frayed nerves caused the group to split up shortly thereafter, with each wizard determined to succeed alone.
One night while the others slept, Nass stole a professor orb from one of her fellow wizards, Vellynne Harpell. Two of Vellynne's kobold companions witnessed the theft, and Nass killed them with Melf's acid arrow spells before fleeing with the orb.
Nass fled Ten-Towns and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that this book tells how to reach a lost city of magic entombed in the ice. Before she could obtain the book, Nass perished. She now exists as a ghost, unable to rest until she finds the book.
Nass Lantomir outsmarted her rivals in the Arcane Brotherhood by partnering with a pirate captain before leaving Luskan for Icewind Dale. After stealing Vellynne Harpell's professor orb, Nass fled to the coast to make her rendezvous with the pirate captain's galleon, the Wicked Eddy. The ship found Auril's island the hard way: by crashing into the ice shelf that runs beneath it. As the vessel took on water, Nass alone swam to shore, only to die of frostbite on a snow-covered bluff overlooking the Wicked Eddy's sunken hulk.
Sephek Kaltro: He was a mariner whose ship sank off the coast of Auril's island a few months ago. He swam to the island but nearly froze to death. As his life was fading, the spirit of a frost druid beholden to Auril possessed him. The winter spirit cannibalized Sephek's spirit and is using him as a living vessel to do the Frostmaiden's work. The spirit can't leave Sephek's body; if Sephek dies, the winter spirit is destroyed along with him.
Undead: ?
Undead Servant: ?
Banshee: This banshee is the spectral remnant of a female elf warrior who was banished for a selfish, evil act.
Crawling Claw: ?
The White Lady, Poltergeist: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
The White Lady of Lac Dinneshere, Ghost: This musty old inn is named after a local legend known as the White Lady-a ghost rumored to walk on Lac Dinneshere, haunting the spot where her rich husband drowned.
Janth Alowar, Ghost: In life, Janth Alowar was a neutral human sage who devoted himself by cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin's Cairn two years ago, and his restless spirit has lingered.
High Necromancer Cadavix, Ghost: Deep under the rubble, the corpse of High Necromancer Cadavix lies crushed, yet his ghost remains behind to haunt the tower.
Ghostly Musician, Netherese Esoteric Orchestra Troubled Spirit: The Netherese Esoteric Orchestra was midway through its crowning performance when Ythryn fell from the sky. Determined to finish, the musicians played on as the city hurtled to the ground, but Ythryn crashed before they could finish. Deprived of the opportunity to complete their grand finale, the orchestra's troubled spirits haunt the hall.
Ghoul: ?
Iriolarthas, Netherese Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery, and Iriolarthas's phylactery has been empty for nearly two thousand years, buried under the rubble of Ythryn far from the demilich's reach.
The inhabitants of Ythryn had only a few moments to react as the city fell. lriolarthas conjured a doorway to a magical demiplane and stepped through it just in time. As Ythryn settled into its icy grave, all magic in the city became undone for a brief time, as though something was trying to siphon it all away. The demiplane expelled Iriolarthas in that instant, trapping the lich in Ythryn, and became a living demiplane. Iriolarthas searched the ruins of the city for his spellbook and his phylactery, recovering only the former. He also found several magical servants in stasis that had survived the devastation, as well as a handful of apprentices who had used their spells in ingenious ways to escape death.
Some of those inside tried to flee Ythryn, but glacial ice blocked all conventional routes of escape, and attempts to leave by magic were thwarted by a troublesome intercessor: the mysterious spindle in Iriolarthas's citadel was still putting out magical pulses of energy to hinder spellcasting. By the time this disruption stopped some fifty years later, fear and madness had warped the minds of the apprentice mages, transforming them into nothics. Meanwhile, Iriolarthas grew increasingly feeble until, finally, the lich's skeletal body turned to dust.
Iriolarthas, Netherese Lich: ?
Szass Tam, Lich: ?
Demilich: A demilich is what becomes of a lich that neglects to feed souls into its phylactery.
Lich: ?
Sahnar, Moon Elf Mummy: ?
Mummy: The mummy was created by Netherese priests to serve as a lore-keeper in Ythryn.
Shadow: The shadows were born from those who survived Ythryn's crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving member of the group, and their hatred extends to other living creatures as well.
Vampire: ?
Krintaas, Wight Bodyguard, Thayan Wight, Undead Bodyguard: ?
Will-o'-Wisp: ?
Drakareth, Wraith: Drakareth was a Netherese mage who survived the fall of Ythryn, murdered his wounded rivals, and stole their spellbooks and magic items. He had hoped to escape with his newfound treasures but perished from exhaustion and cold, rising as a wraith.
Ogre Zombie: ?

Krenko's Way (5e)
Zombie: ?

Locathah Rising (5e)
Drowned Ascetic: ?
Drowned Blade: Gar Shatterkeel Lair Action.
Drowned Assassin: ?
Drowned Master: ?
Drowned, Drowned Undead, Drowned One: The undead remains of those who lost their lives when their ships sunk.
This area extends well beyond where you can see, stretching into the darkness. Thousands of humanoid corpses (humans, elves, dwarves, halflings, gnomes, and the odd half-orc) are neatly arranged in lines along the sea floor beneath the ceiling of the coral mountain, in some kind of macabre underwater morgue. Most of them are dressed in uniforms common among surface-dwellers traveling at sea.
For the most part, the corpses are unmarred. Some bear the odd bump, bruise, or scrape, but it’s obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning.
When he arrived, Gar Shatterkeel arranged the corpses into orderly lines, so that he might prepare them for transition into one of the living dead. He completed a ritual using a small amount of blood he had obtained from a kraken, animating a handful of these creatures.
Since then, he’s managed to dupe a pair of kraken priests into bringing a young kraken into the coral mountain, where they might “nurture it into maturity in relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline of the Sea of Fallen Stars.
Unbeknownst to the kraken priests, part of Gar’s plan is to keep them enclosed until he can perform his grand ritual and sacrifice the kraken to animate his undead army.
Shoalar knows that Gar plans to use the blood of the kraken to create an army of undead.
If the characters do run from Gar, he completes the ritual to animate an army of the drowned, fortifies his position at the coral mountain further, and begins a campaign of terror across the coastal settlements of the Sea of Fallen Stars.

Gar Shatterkeel Lair Action
Up to five corpses that Gar can see within 60 feet rise up as drowned blades and attack anyone Gar directs them to on his turn.

Lost Laboratory of Kwalish (5e)
Ctenmiir, Dwarf Vampire: Once a dwarven warrior, Ctenmiir was transformed into a vampire and hidden away within White Plume Mountain.
Drelzna, Vampire: ?
Gloine Nathair-Nathair, Undead Medusa: And when Gloine Nathair-Nathair died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues.
Enlightened One, Brain in a Jar: All of Kwalish’s companions died at the hands of the sphinx, but the inventor managed to harvest their brains in order to return them to a semblance of life.
Instead of preserving the brains of his fallen comrades in the hope of one day reviving them, Kwalish might have worked with the sphinx to arrange their deaths in order to harvest their brains for his research.
Grand Master, Brain in a Jar: While investigating the laboratory workings in this area, the devil inadvertently found its brain magically drawn into the jar, where it remains desperate to be reunited with its body.
Alton, Brain in a Jar: ?
Broderick, Brain in a Jar: ?
Corliss, Brain in a Jar: ?
Dunstan, Brain in a Jar: ?
Editha, Brain in a Jar: ?
Glass Armature: ?
Mechanical Skeleton: ?
Undead Jellified Kenku High Priest: ?
Undead Treant: ?
Quaal, Brain in a Jar: ?
Queen Ehlissa, Brain in a Jar: ?
Keoghtom, Brain in a Jar: ?
Nolzur, Brain in a Jar: ?
Tuerney the Merciless, Brain in a Jar: ?
Undead Minotaur: ?
Twin Children Spirit: It’s said that the spirits of twin children haunt the Barrier Peaks—poor tykes who froze to death looking to pick flowers for their mother. Each seeks the other now, lost forever and begging strangers for aid. Tales talk of how one spirit will lead explorers to safety, while the other guarantees malicious calamity.
Undead Tarrasque: ?
Skeletal Beast: ?
Undead: The Barrier Peaks are said to house a vile laboratory, capable of reanimating undead that are immune to a cleric’s holy power.
I’ve heard tales of a haunted monastery up in the peaks. Something about vengeful dead coming down to steal corpses, and taking them back to their forsaken abode.
Vengeful Undead: ?
Brain in a Jar: ?
Skeleton: ?
Vampire: ?
Vampire Spawn: A humanoid slain by having their hit point maximum reduced to zero by a vampire's bite and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Wraith: ?
Specter: Wraith's Create Specter power.
Bone Naga: ?
Mummy Lord: ?
Lich: ?
Ghost: A horrible whispering can be heard up in the mountains. Folks claim it’s the ghosts of ancient explorers, trying to entice others into joining them in death.

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

Lost Mine of Phandelver
Undead: Once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse.
Flameskull: Spell casters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Ghoul: ?
Mormesk the Wraith, Hate-Filled Apparition: Mormesk was a powerful mage until he met his end in the spell battle at the climax of the ore attack. Centuries of anger have poisoned his soul, transforming him into a hate-filled apparition.
Wraith: A wraith is the incorporeal remnant of a particularly hateful being.
Spectral Undead Servitor: Most wraiths can transform those they have slain into spectral undead servitors.
Skeleton: Assemblages of bones animated by dark magic, skeletons heed the summons of those who create them or rise of their own accord in places saturated with deathly magic.
Zombie: Zombies are corpses imbued with a semblance of life, retaining no vestige of their former selves.
Undead Guardian: ?
Restless Undead: ?
Ash Zombie: These zombies were created by the magical devastation when Mount Hotenow erupted thirty years ago.

Mythic Odysseys of Theros
Eidolon: When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned; its identity manifests as a spirit-like eidolon.
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls' lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Phenax, Eidolon: ?
Flitterstep Eidolon: ?
Varyas, Flitterstep Eidolon: ?
Ghostblade Eidolon: Ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.
Phylaskia: ?
Returned: Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected-not that they remember what it was they expected. As a result of having followed the Path of Phenax, the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths.
Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
The necropoleis of Asphodel and Odunos are home to the Returned-zombie-like beings who have escaped the clutches of the underworld at the cost of their identities.
Before becoming a god, Phenax died, passed into Erebos's realm, and ultimately escaped the Underworld. His escape route, the Path of Phenax, has since been employed by rare, but over the ages innumerable, individuals.
Walking the Path of Phenax doesn't restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are separated from their memories, which become wandering eidolons. They retain their personalities and skills, but each Returned tends to be a very different being from who they once were.
Since Phenax's escape, other souls have repeated his dangerous journey. When mortal souls travel the Path of Phenax, the Tartyx washes away their identities, symbolized by their faces, which become nothing more than blank flesh. Souls that successfully emerge on the mortal side of the Tartyx River become Returned with no knowledge of their former name or past life.
Traveling the Path of Phenax can present an exciting but challenging option for most parties, as it results in affected characters becoming a monster of some type-either an eidolon or a Returned.
Returned Drifter: ?
Returned Kakomantis: Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned.
Some theorize that in life each kakomantis was a spell caster, and the trip along the Path of Phenax corrupted their abilities.
Returned Palamnite: These Returned led violent Jives, existences filled with such pain and hatred that violence now suffuses their deathless bodies.
Returned Sentry: Most new or purposeless Returned are easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their tirelessness, which makes them exceptional guards. In the necropoleis, this sees many Returned employed as sentries, though they might also be messengers or laborers.
Returned Sentry Triton: ?
Phenax, Returned: Phenax was once a mortal who, like all mortals, passed on to Erebos's care in the Underworld when his time among the living came to an end. But Phenax found a way to escape the Underworld by sacrificing his identity to the memory-draining waters therein. He was able to cross the Rivers That Ring the World wrapped in a shred of Athreos's cloak. Since he had no identity, Athreos couldn't detect him, and thus Erebos couldn't use his great lash to pull Phenax back. When he emerged back into the realm of mortals, he did so as the first of the Returned. In time, others discovered this quandary of metaphysics, which is now known as the Path of Phenax.
Tymaret the Murder King, Returned: When Phenax made his escape from the Underworld, there was one witness to his escape, an unremarkable soul called Tymaret. Sharing what he'd seen with the god of the dead, Tymaret received a cursed blessing from Erebos: he would be restored to the mortal world, but as a Returned, and with the task of slaying Phenax.
Returned Raider: ?
Returned Bandit: ?
Erebos, Returned: ?
Undead: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Dangerous Undead: ?
Wayward Undead: ?
Evil Undead: ?
Black Oak of Odunos, Amalgam of Undeath: Before Odunos became a necropolis, it was a thriving city akin to Akros or Meletis. When the city fell before Phenax's assembled forces, some ofthe populace begged the god of lies to spare them the touch of Erebos's dread lash. Never one to miss an opportunity to cheat Erebos, Phenax made a solemn promise to those asking for his mercy, assuring them that they wouldn't be forced into the Underworld, on his honor. Soon afterward, the Returned that had invaded the city murdered these people to the last one whereupon Phenax, true to his word, bound their bodies and souls to a great oak, making a terrifying amalgam of undeath to guard Odunos and haunt the living for eternity.
Ghoul: ?
Ghost: Those who don't have a coin with them when they die and aren't given funeral rites have no means to pay Athreos's toll and thus have no way of reaching their place of rest. These lost souls primarily collect along the Tartyx's shores where they languish or beg for coins to pay for their passage. Some wander away from the shore, though, becoming ghosts or other undead.
Restless Ghost: Sometimes these dead are restless ghosts that can't pass into the Underworld until they finish a piece of business.
Restless Dead: ?
Shadow: ?
Specter: A nightmare shepherd takes over a crossing and doesn't allow souls to pass into the Underworld. As a result, they become specters that harass the living in the mortal world.
Wraith: The victims of the canyon's inhabitants rise as wraiths determined to end all life in the area.
Fiery Zombie: ?

Out of the Abyss
Brysis of Khaem, Wraith: The rise of the demon lords has awakened Brysis from the eternal sleep of death as a wraith, served by specters who were once her loyal retainers.
Pelek, Ghost: The ghost is friendly and tells the adventurers that Buppido killed him not too long ago, then chopped him into pieces to join the other body parts in the shrine. Pelek explains how he was traveling from Blingdenstone when he fell in with Buppido,
Burrow Warden Jadger, Ghost: ?
Vazuk, Poltergeist: Vazuk was a simple leatherworker who died in the drow invasion. His spirit awoke when a family moved into what used to be his home, then began to throw fits and terrorize any creatures coming near.
Udhask, Ghost: There's no evidence that he died a violent death, In fact, when the drow attacked Blingdenstone, Udhask had a heart attack and died while reaching for his loot.
Cyrog, Undead Elder Brain: In the heart of a alien cavern glistening with slime, scores of mind flayers gather around an enormous brain resting in a pool. The brain is dead. You can hear the llllthids’ incomprehensible thoughts as they mourn its passing. One word echoes louder than the others: Cyrog.
Suddenly Faerzress bathes the dark and twisted hall in purplish light. A rift opens, and a hulking, horned figure that reeks of putrescence steps out. It raises a skull-tipped wand and points it at the dead elder brain. The elder brain begins to pulsate, and you see intermittent flashes of purple light under its rotting flesh. The mind flayers are aghast as the elder brain speaks to them once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
Ghoul: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Zombie: Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necmmancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus lair action.
Orcus regional effect.
Skeleton: Buppido is a typical derro and attacks the characters regardless of their intentions. On his first turn, he uses a bonus action to channel the power of this "shrine," raising six skeletons in aid him. The undead assemble from the remains on the floor to form shambling, mismatched bodies. Each skeleton has two skulls, although this has no effect on its abilities.
Orcus lair action.
Orcus regional effect.
Minotaur Skeleton: ?
Specter: Brysis's four servants have arisen at her command as specters.
Mummy: ?
Crawling Claw: ?
Ghost: Some of the svirfneblin who perished during the drow invasion didn't go easily. and their ghosts linger.
Shadow: ?
Wraith: ?
Death Tyrant: ?

Orcus Lair Action
Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands. which can reach anywhere in the lair.

Orcus Regional Effect
Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.

Plane Shift: Amonkhet
Mummy Entombed in Lazotep, Undead Soldier: Unknown to any of the plane’s inhabitants, the entire society of Amonkhet has been manipulated by Nicol Bolas, who has seized control of the world, the gods, and the magic of the plane. Bolas chose this plane for his schemes because of the presence of a magical substance called lazotep, which interacts with the magic of necromancy in strange and powerful ways. Conveniently, he also found here a pious, structured civilization that he could easily subvert to his own purposes. Making himself the God-Pharaoh, he brought the gods themselves under his control, and eliminated anyone who tried to stand against him. Then he transformed the world into a factory designed to produce a huge army of perfect undead soldiers—mummies embalmed in lazotep.
Adapting the peculiar magic of the plane, Bolas found a means to preserve the combat skills of the living after death. He has selected five aspects of character that he desires most in his undead soldiers, and has built the society of Amonkhet around a series of trials designed to hone and perfect those aspects of body and mind. Throughout their lives, the people of the plane believe they are drawing nearer to the promised afterlife—and at last they die in the final trial, a mass battle with no survivors. But rather than earning a place in the afterlife, they are instead embalmed in lazotep and stored in Bolas’s great necropolis, adding to the ranks of his undead army.
Mummy, Desiccated Mummy, Zombie: Part of the magic of Amonkhet that Bolas has been able to exploit is a necromantic phenomenon called the Curse of Wandering. This naturally occurring magic causes any being who dies on the plane to rise again after a short time, cursed with insatiable hunger and an irresistible drive to attack the living. Desiccated mummies created by the Curse of Wandering fill the desert wasteland that dominates the plane, constantly threatening what little life remains.
The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Mummy: ?
Mummy Lord: The Curse of Wandering is the greatest danger of the desert lands. A creature killed in the desert rises again as a zombie as soon as the moisture has dried from its flesh. As a result, the corpses of every kind of desert creature shamble across the dunes alongside the humanoid zombies of dissenters and would-be explorers. Most of these former humanoids are mindless marauders with the statistics of the mummy in the Monster Manual, though some tales speak of mummies that have retained a sinister intelligence and even magical ability, becoming mummy lords.
Anointed, Tame Zombie: Not every citizen of Naktamun proves to be worthy of the afterlife. Acolytes sometimes die before the Ceremony of Measurement, perhaps in training accidents. Many initiates perish in one of the first four trials, before earning their five cartouches. Viziers sometimes die before they have truly earned a place in the afterlife serving their gods. Without having proven themselves worthy, these poor souls have no place as Eternals in the afterlife—but neither have they committed a grievous sin that would warrant abandoning them to the Curse of Wandering as marauding mummies.
Fortunately, the beneficence of the God-Pharaoh is great enough to provide a role for these people. Called the anointed, they are carefully embalmed, protected from the Curse of Wandering, and allowed to spend another lifetime in service to the worthy. The God-Pharaoh promises that those who faithfully serve as the anointed will earn a place as attendants in the afterlife as well, and even an eternity of service in the afterlife is preferable to an eternity subjected to the Curse of Wandering.
The bodies of the anointed are carefully wrapped in cloth and adorned with cartouches. In contrast to the cartouches of initiates and viziers, these do not harbor the life essence of the deceased at their best. Instead, they coach the anointed for a particular form of service. With their cartouches in place, the anointed rise and join the ranks of serving mummies who attend to the needs of daily life in Amonkhet.
The anointed are simply tame zombies.
Eternal: A being as mighty and magnificent as Nicol Bolas demands a fighting force of the highest caliber, so that an ordinary army of zombies could never be worthy of the God-Pharaoh. The Eternals are elite soldiers with all the skill and prowess of living soldiers, but none of the disadvantages that arise in living beings, such as emotions, hesitation, or disloyalty. Bolas has personally crafted all of Amonkhet to create just such an army.
Wight: ?

Plane Shift: Dominaria
Wight: ?
Undead Horse: ?

Plane Shift: Innistrad
Vampire: Vampirism on Innistrad is an anointing that persists and is perpetuated by magic—not a curse or a disease, but a physical state that the vampires somewhat euphemistically call a “condition of the blood.”
Typically, a vampire drinks so much blood from a human that the victim dies, but sometimes the vampire is interrupted and the human survives and recovers. Such survivors are often met with suspicion and fear, but they never become vampires unless an actual exchange of blood has occurred—which is always a deliberate act on the vampire’s part.
Innistrad’s ancient history speaks of a human alchemist and healer named Edgar Markov, who sought to preserve his own life and the lives of his family. As old age began to claim him, he despaired of finding an alchemical solution and turned to black magic. Not long after, the demon Shilgengar appeared to Markov and revealed a means by which he could achieve immortality: a dark ritual that involved drinking an angel’s blood.
The vampires of Innistrad are all descended from twelve ancient sires—the congregation that participated in Markov’s blasphemous ritual.
After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Vampire Neonate: ?
Vampire Elder: ?
Geist: The restless spirits of the dead.
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life. While Avacyn stood as guardian over Innistrad, she and the angels of Flight Alabaster ushered the spirits of the departed into the Æther, where they rejoined the essence of the plane. In her absence—and now her madness—many spirits cling to the world of the living, unable or unwilling to find their way to the Blessed Sleep.
Geists have always been a presence on Innistrad.
Some manifest on the plane only because of a grudge or regret powerful enough to disturb the Blessed Sleep of the body to which they were connected. Others linger because of a strong desire to protect their living kin, or because of some obsession forcing them to continue a duty they performed in life.
Benevolent Green-Aligned Geist: Rarely, human spirits return as benevolent green-aligned geists.
Unhallowed, Ghoul: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Risen Blacksmith: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Warrior: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Undead Murderer: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Fallen Mage: Ghoulcallers are necromancers—mages who use black mana to call forth the dead from graveyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. The result is a grotesque parody of life: risen blacksmiths attempting to “reforge” their opponents, fallen warriors rasping incoherent battle cries, undead murderers reawakening their deadly slyness, and fallen mages trying to weave spells that often result in some horrible distortion of their original purpose.
Zombie Animal: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Cat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Rat: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Zombie Animal Snake: Ghouls also include zombie animals, often animated by necromancers to serve as familiars—most commonly cats, rats, and snakes.
Geist Poltergeist: Human spirits motivated by fury sometimes return as red-aligned geists called poltergeists.
Undead: ?
Risen Dead: ?
Zombie: ?
Shadow: ?
Specter: ?
Will-o'-Wisp: ?
Wraith: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Wight: ?
Lich: Liches are powerful necromancers who fuse the magic of the ghoulcaller with the arcane science of necro-alchemy, preserving themselves in hideous unlife while retaining their sentience and magical power.
Vampire Spawn: ?
Strefan Maurer, Strefan the Fiend, Vampire: After his father’s death, Strefan studied magic and forged a pact with the demon Shilgengar in return for the promise of immortality. After murdering his brother Sergei and drinking his blood, Strefan journeyed to Markov Manor and consulted with Edgar Markov. Together, they worked with Shilgengar to create the twelve bloodlines of vampires on Innistrad.
Strahd Von Zarovich, Vampire: ?
Ruby, Twin of Mauer Estate, Vampire Neonate: ?
Carmine, Twin of Mauer Estate, Vampire Neonate: ?

Plane Shift: Ixalan
Null: A humanoid killed with a Zendikar vampire's Bloodthirst ability becomes a null.

Plane Shift: Zendikar
Restless Undead, Ghostly Undead: Magic fueled by black mana can alter the natural cycle of life and death. Whether wielded by mortal wizards or demons, or simply an environmental manifestation of black mana’s flow through the land, such magic can trap spirits between the realm of the living and the mysterious fate of the dead. These ghostly undead are as destructive and hateful as the magic that calls them into being.
Shade: ?
Shadow: ?
Wraith: ?
Spirit of the Dead: Not all spirits are created with black mana, however, and not all are malevolent. The spirits of the dead sometimes linger in the world to protect their kin or communities, or to stand guard over sacred or important sites. These spirits can be dangerous, but they are not usually malicious. Both the kor and the Mul Daya elves remain in communion with the spirits of their dead kindred, entreating them for wisdom and protection.
Ghost: ?
Undead Ghost: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body.
Zombie: The various forms of undead ghosts are the incorporeal remnants of life and personality left after the death of a mortal body. But sometimes the reverse is true: a body retains its animation and hunger while losing any trace of its soul, becoming a zombie.
Vampire Null: When a vampire who is not a bloodchief drains the blood from a living humanoid, that creature undergoes a horrible transformation, becoming a stronger, faster version of a zombie called a null.
A humanoid killed by a vampire's blood thirst becomes a null.
Avatar: Avatars are rare beings similar to elementals. They are aspects or projections of a larger, abstract power, which might be anything from the looming shadow of death to the soul of Zendikar itself.
Demilich: ?

Player's Basic Rules V0.3
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Player's Basic Rules V0.2
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
Lich: ?
Zombie: Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies.
Finger of Death spell.

Finger of Death
7th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Player's Handbook
Undead: Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.
The Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
SPELLS AND CLASS FEATURES ALLOW CHARACTERS to transform into animals, summon creatures to serve as familiars, and create undead.
Ghost: ?
Ghoul: Create Undead spell.
Ghast: Create Undead spell, 8th level or higher slot.
Lich: ?
Mummy: Create Undead spell, 9th level or higher slot.
Vecna: ?
Skeleton: Animate Dead spell.
Vampire: ?
Count Strahd von Zarovich, Vampire: ?
Wight: Create Undead spell, 8th level or higher slot.
Zombie: Animate Dead spell.
Finger of Death spell.

ANIMATE DEAD
3rd Level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh,and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you've given it. To maintain control of the creature for another24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

CREATE UNDEAD
6th-leveI necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V,S, M (one clay pot tilled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
Duration: Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours,after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. At Higher Levels.
When you cast this spell using a 7th-leveI spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-leveI spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-leveI spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

FINGER OF DEATH
7th-leveI necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8+30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Princes of the Apocalypse
Aquatic Ghoul: Nine aquatic ghouls (which have a swimming speed of 30 feet) lurk in this chamber—previous victims of the cult’s obscene rite.
Reulek, Ghost: Reulek believes the specters killed him for stealing the helmet. His soul is bound to the relic by the thought that he must return it to its rightful owner before going to his eternal rest.
Chieftan Javor, Revenant: The chieftain, Javor, was allowed to come here from the afterlife due to the overt and callous desecration of his tomb—a terrible insult among the Uthgardt.
Ghoul: ?
Wight: ?
Will-o'-Wisp: ?
Ghast: ?
Vampire Spawn: ?
Specter: These are the spirits of grimlocks that died here long ago and became infused with the evil that permeates the fane.
Four specters of dead drow killed here long ago in a cave collapse materialize and attack the living.
Flameskull: ?
Zombie: ?
Skeleton: ?
Crawling Claw: ?

Princes of the Apocalypse Adventure Supplement 1.0
Crawling Claw: ?
Ghast: ?
Lich: ?
Revenant: ?
Shadow: If a non-evil humanoid dies from a shadow's strength drain attack, a new shadow rises from the corpse 1d4 hours later.
Specter: ?
Vampire Spawn: ?
Will-o'-Wisp: ?
Skeleton: Animate Dead spell.
Zombie: Animate Dead spell.

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Return to Glory
Undead: ?
Wight: ?
Beholder Zombie: ?
Ogre Zombie: ?
Dwarf Zombie: ?
Zombie: ?
Ganash, Tusk of the North, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
A druid of immense power, Ganash channeled the pure, frozen rage of the northern blizzards. Rumored to be permanently coated in primal ice, he wielded the greatclub Frostshock, carved from the heart of an ancient glacier. He has become a wraith.
Yurtriel, The Primal Scream, Banshee: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
Yurtriel led raid after raid with her clan of skilled warriors. Time and time again, they clashed with and annihilated elves and humans alike, pushing back those that would encroach upon sacred orc lands. She and her troops would emit terrifying primal screams for the entire duration of battle, sowing panic and discord among their foes. She has become a banshee.
Klannk, Defiler of Wizards, Wraith: This room once held services in respect of powerful orc warriors and leaders, whose bodies were sealed behind the walls upon their death. Unlike standard orcish funerary services, which often involve complete immolation or a traditional burial, these highly respected members of society were interred here so that their spirits would remain in the world for guidance and leadership. Now, however, two of the spirits have become wraiths and the third is a banshee; maddened by many years of silence, they have developed a hunger for life that far surpasses any desire for glory that they held in life—but should they be appeased, they may provide boons to those that come here.
In life, Klannk reputedly had an extreme desire to find and eliminate any wizards among the enemies’ ranks. Some say that he could “smell the magic,” and demonstrated no small amount of glee when engaged in melee with an arcanist. He has become a wraith.
Undead Orc: ?
Flameskull: ?
Poltergeist: The poltergeist is what remains of the unlucky adventurer whose bones are at the bottom of the pit trap. It is tied to this area.
Frug, Gnome Mummy: ?
The Blue Lady, Ghost: The last of Yurtrus’s faithful watches over the honored dead from this cold campsite.
Hinsha, Orc Ghost: Hinsha was the lead healer of this area when she was alive, and continued to haunt the area after her untimely death.
Years ago, members of the ruling clan abruptly abdicated their position, throwing the city into chaos.
A terrible civil war ensued throughout the city, with members of the different family-tribes fighting for power.
Hinsha’s ward was a firm place of no fighting where any orc could seek asylum and healing.
Eventually, the Boneshield clan grew impatient with Hinsha’s refusal to hand over injured enemies.
The Boneshields launched an assault on the ward, and Hinsha’s staff were ill-equipped to handle the full fighting force. She and her staff were slaughtered, along with her patients.
Ghost: ?
Specter: ?
Wraith: ?
Skeleton Modified: These skeletons are the remains of the healing ward’s staff, though now they are mindless undead.
Mindless Undead: ?
Crawling Claw: ?
Great Claw, Ghost of a Worg: Great Claw was the leader of the worgs when the city fell.
Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Howler, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.
Snoof, Worg Wraith: Great Claw and other two worgs, Howler and Snoof, died in the city’s final days. Because they were sworn to protect this place, their spirits haven’t been able to journey on.
Many years ago, a necromancer searching the city for corpses twisted Howler and Snoof’s spirits into evil wraiths.

Storm King's Thunder
Thunderbeast Skeleton: ?
Hunt Lord, Wight: A century and a half ago, to escape their inevitable deaths, the Hunt Lords forged a pact with Orcus, who transformed them into five wights.
Iniarv, Lich: ?
Shaxan Kazraat, Mummy Lord: ?
Eigeron, Cloud Giant Ghost: Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of Annam seeking wisdom. The divine oracle told them that a great upheaval would upset the balance of power in the world, giving all giants the opportunity to win the respect of their gods and bring glory to their race. The oracle told Blagothkus outright that he could never impress the gods enough to earn their favor, then urged Eigeron to step out from beneath his father's "dark shadow." Blagothkus was overcome with despair and envy. A terrible fight between father and son ensued, in which Blagothkus slew Eigeron. Blagothkus then retired to his castle to mourn.
Arik Stillmarsh, Womford Bat, Vampire: ?
Skeleton: ?
Warhorse Skeleton: Necromancers in the demon lord's service helped the Hunt Lords turn the inanimate bones of their long-dead horses into five animated warhorse skeletons.
As a bonus action on its turn, a Hunt Lord can command the nearest pile of bones to rise up and become a warhorse skeleton under its command.
Wraith: ?
Specter: If one or more characters remove any of Lord Nandar's bones from the crypt, a specter forms in the crypt and attacks them.
Ghost: ?

Sword Coast Adventurer's Guide
Szass Tam: ?
Baelnorn: ?
Larloch, The Shadow King, Lich:
Kiaransalee: ?
Lich-Queen Vol: ?
Fistandantalus: ?
Gilgeam: ?
Varalla, Lich: ?
Undead:
Dracolich: The gods only know what led to the creation of such a creature or what binds it to this place. The answers-if any there be-lie within its lair.
Vlaakith, Lich-Queen, Githyanki: ?
Lich: Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Vecna, Lord of the Hand and the Eye: ?
Skeleton: ?
Guardian Skeleton: The Shields are housed in the Shield Tower, a fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It's rumored that guardian skeletons rise when unauthorized folk tread the ground between the walls, but no one has tested the area to see if its magic still functions; even if it doesn't, more than a hundred angry warriors charging out of the tower at trespassers is enough danger to scare people out of pursuing the idea.
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: ?

Tales of the Yawning Portal
Centaur Mummy: The centaur figure is the mummified remains of a sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
Deathlock Wight: ?
Heldrun Arnsfirth, Deathlock Wight Chosen of Auril: ?
Dread Warrior: After being created by a secret ritual, a dread warrior is further enchanted so that a Red Wizard can employ the creature in the fashion of a spellcaster's familiar.
Szass Tam devised the ritual that enables the creation of dread warriors. The lich has since altered the process to make it possible for a Red Wizard to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Red Wizard, who can, for a time, experience the world through the dread warrior's senses, speak with its mouth, and cast spells through it. A powerful wizard can control more than one dread warrior at a time.
Giant Skeleton: ?
Greater Zombie: It is, in fact, a greater zombie, a creature magically created from a humanoid corpse to be far more resilient than a typical zombie.
Ooze Master, Sort of Lich: A Red Wizard known only as the Ooze Master has melded with the pillar of red ooze.
The Ooze Master is the result of a failed experiment to blend a Red Wizard with ooze.
The Ooze Master is a sort of lich.
Vampiric Mist: In a loose manner of speaking, the vampiric mist is the embodiment of the vampire's hunger for blood.
Undead: ?
Undead Slave: Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves.
Undead Horror: ?
Undead Defender: ?
Undead God: Alternatively, the Doomvault could be the Blood of Vol's headquarters in Khorvaire. Vol uses the dungeon to harvest the power of dragon marks so she can become an undead god.
Undead Servant: ?
Warrior Undead: ?
Soul-Bound Undead, Soul-Bound Dead: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead.
Kazit Gul, Demilich: As Thay became more hostile to outsiders, fewer people sought the Doomvault. Eventually, unable to fuel his phylactery, Gui became a demilich.
Acererak, Demilich: ?
Ghost: All that now remains of Acererak the lich are the dust of his bones. This bit is enough! If any of the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 point of energy, however, and a damaging spell cast on it gives it a number of points of energy equal to the level of the spell slot expended (1 point for a cantrip). Each point of energy is equivalent to a hit point, and if 50 hit points are thus gained, the dust will form into a ghost controlled by Acererak, and this thing will attack immediately.
Arundil, Dwarf Mage Insane Ghost: Arundil's ghost is tormented by grief and shame over abandoning his kin to die.
Sorlan, Ghost: Sorlan, a former adventurer who was imprisoned by the Red Wizards and subjected to horrible experiments, lives on as a ghost that is bound to this room.
Ghoul: ?
Ghoul Lacedon: ?
Lich: ?
Szass Tam, Lich Lord: ?
Tarul Var, Lich: ?
Vol, Lich: ?
Kazit Gul, Lich: ?
Acererak, Lich: Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich known as Acererak.
Mummy Lord That Has No Spells and No Legendary Actions: The gem has an evil magic placed upon it, and if it is removed from the mummy, the remains become a true mummy lord that has no spells and no legendary actions.
Shadow: ?
Skeleton: The skeletons date back to the time before the citadel plunged into the earth. That calamity killed all three archers, at the same time instilling in them the curse of undeath.
Ogre Skeleton: ?
Humanoid Skeleton: ?
Specter: ?
Ancient Vampire: ?
Zotzilaha, Vampire God: ?
Tloques-Popolocas, Vampire Spawn With Special Qualities: Tloques, having gained his power from his allegiance to Zotzilaha, isn't a typical vampire and doesn't bite.
Vampire: ?
Vampire Spawn: ?
Ctenmiir, Vampire: ?
King Kaius I of Karrnath, Vampire: The Doomvault, lying beneath the Mournland, might be the secret project of King Kaius of Karrnath. Kaius I hid in the dungeon from the time the lich Vol made him a vampire until he returned to take the throne from his grandson.
Issem, Human Vampire: ?
Eldrath, Human Vampire Spawn: ?
Wight: The rebel Red Wizards can use the mighty magic of the Doomvault, which traps souls, to raise fallen adventurers as soul-bound dead. If a player chooses this option, the dead character returns to play with no changes.
Syranna warns such characters that a soul-bound creature created in this way will die permanently upon leaving the Doomvault. Furthermore, over the course of many weeks , a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards.
Ayocuan, Wight: ?
Reduced-Threat Wight: Also nearby, two reduced-threat wights are being raised as warrior undead. These wights are only partially animated, so they respond only to Phaia when she order an attack.
Torlin Silvershield, Wight Chosen of Bhaal: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: A humanoid slain by this [deathlock wight's life drain] attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed.
Ogre Zombie: ?

Tasha's Cauldron of Everything
Undead: ?
Undead Spellcaster: ?
Undead Spirit: ?
Undead Spirit Ghostly: ?
Undead Spirit Putrid: ?
Undead Spirit Skeletal: ?
Avatar of Death: ?
Banshee: ?
Death Knight: ?
Flameskull: ?
Ghost: ?
Ghoul: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
Lich: ?
Azalin the Lich: ?
Adult Red Dracolich: ?
Shadow: ?
Skeleton: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Haunted Effect 56-60 of Haunted supernatural region.
Specter: ?
Vampire: ?
Vampire Spawn: ?
Wraith: ?
Zombie: Each time you create an undead creature using the [broken translucent artifact tooth of Dahlver-Nar] tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight.
A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later.
Fungal Infestation Druid Circle of Spores power.

HAUNTED
Haunted environs include homes burdened by dark deeds, the sites of mass killings, and locations where individuals died while experiencing powerful fear, sorrow, or hatred. Haunted places bear echoes of the past and, like ghosts, harass visitors even as they seek respite from age-old traumas. Few places are meaninglessly haunted, and you can easily customize the general results on the following table to suit all manner of macabre tales.
Consider rolling on the Haunted Effects table when the following circumstances occur in the region:
• A creature gains the frightened condition.
• Multiple creatures are unable to see.
• A creature is alone.
• Midnight or another ominous hour arrives.
• A ghost or other creature tied to the region's grim history menaces the party.
HAUNTED EFFECTS
d100 Effect
01-05 A violent thunderstorm begins, centered over the region. It doesn't end until the party leaves the region.
06-10 A random building in the region gains the benefits of the guards and wards spell (save DC 13) for the next 24 hours.
11-15 A mundane part of one random character's surroundings-perhaps a tree bole or a taxidermied animal head-animates for 1 minute and whispers a warning or threatens to reveal one of the character's secrets.
16-20 All bright light weakens to dim light for 24 hours. Sources that provide dim light, such as candles, do not shed any light.
21-25 The temperature in the region drops by 10 degrees Fahrenheit every hour for the next 1d6 hours, after which the temperature returns to normal. If cold enough, ice crystals form in sinister patterns.
26-30 One random creature's shadow acts independently for the next 24 hours. The shadow acts out of sync with its owner, perhaps dramatically choking or trying to murder another shadow.
31-35 After the next sunset, the sun doesn't rise again for 36 hours. During this time, the sky over the region might hold a crimson moon, be obscured by roiling fog, or display blinking, alien stars.
36-40 During the next night, one random sleeping creature vanishes and reappears approximately a foot beneath where they were sleeping typically buried in undisturbed dirt or in a space beneath floorboards. The creature or someone else can free it with a successful DC 13 Strength (Athletics) check.
41-45 One random creature in the region is targeted by the levitate spell (save DC 15) for 1 minute.
46-50 A nonviolent but unsettling ghost-perhaps a pet, an accident-prone child, or a dismembered big toe-appears and follows one random creature for 24 hours before vanishing. The ghost vanishes if reduced to O hit points.
51-55 One player character's appearance changes for the next 24 hours to reflect the region's haunted history. For example, they might manifest the distinctive facial scar associated with a notorious tyrant who died in the region.
56-60 For the next 24 hours, any humanoid killed in the region rapidly decomposes and rises as a skeleton 1dl0 minutes after dying.
61-65 Over the next 24 hours, whenever any creature is wounded, its blood (or similar fluid) spreads to form a short message or grisly tableau.
66-70 A spirit inhabits one character's simple or martial weapon, making it a sentient magic item until the character leaves the region. Randomly generate the item's properties as described in the "Sentient Magic Items" section of the Dungeon Master's Guide.
71-75 A spectral force manifests to one character in the region, allowing them to ask one question and receive a short answer as through the augury spell. The force manifests as a planchette moving on a talking board, writing on foggy glass, or insects swarming to create messages.
76-80 During the next night, one sleeping character in the region receives a vision as if the target of the dream spell. The dream is brief and unsettling, revealing some element of the environment's history and putting the character in the place of someone who suffered a grim fate there.
81-85 A coffin or small enclosed space in the region perhaps an antique box, stone cairn, or tree stump sealed with rocks-radiates palpable malice. The first time a creature opens it, roll a die. If you roll an even number, the creature receives a terrible vision and is frightened of all creatures for the next 24 hours. If you roll an odd number, an avatar of death appears and attacks as though summoned by the Skull card from a deck of many things.
86-90 Over the next 24 hours, whenever any creature in the region regains hit points from a spell, the healing magic leaves scars. This might be accompanied by a purging of black bile or a spectral force tearing free from the creature. These scars can be removed only by greater restoration or wish.
91-95 For 24 hours, a luminous wisp of vapor floats above a corpse or grave in the region. If the wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way experiences strange dreams.
96-00 A mysterious mist rises from the shadows. This dense fog heavily obscures everything in a SO-foot-radius sphere around one random creature in the region. Any creature that starts its turn in the mist must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. This exhaustion can't be removed while the creature is in the mist. Additionally, creatures notice unsettling sights through the fog, such as ominous ruins or soundless silhouettes fleeing pursuit. The mists can't be dispersed by any wind, but clear after 1 minute.

FUNGAL INFESTATION
6th-level Circle of Spores feature
Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

The Lost Kenku (5e)
The Wizard Weirding, Wizard of Weirding, Mind Flayer Alhoon: ?

The Rise of Tiamat
Undead Dragon: ?
Szass Tam, Lich: ?
Tharcion Eseldra Yeth, Vampire Spellcaster: ?
Naergoth Bladelord, Wight: ?
Xonthal, Lich: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius’s apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Dracolich: Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Mummy: ?
Mummy Lord: ?
Skeleton: Animate Dead spell.
Specter: The specters are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Wraith's Create Specter power.
Vampire Spawn: A humanoid slain by a vampire's bite reducing its maximum hit points to 0 and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Vampire: ?
Wight: ?
Wraith: The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard’s exotic knowledge.
Zombie: A humanoid slain by a wight's life drain attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed.
A humanoid slain by Naergoth Bladelord's life drain attack rises 24 hours later as a zombie under Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Animate Dead spell.

Animate Dead
3rd-level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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

Tomb of Annihilation
Acererak the Eternal, Archlich: ?
Atropal: An atropal is a ghastly, unfinished creation of an evil god, cast adrift and abandoned long ago.
Bodak: A bodak is the undead remains of someone who revered Orcus.
Yellow Musk Zombie: A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine that magically animates the host corpse, turning it into a yellow musk zombie under the young vine's control.
If the target is a humanoid that drops to 0 hit points as a result of this [yellow musk creeper's touch attack] damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse animates as a yellow musk zombie after being dead for 24 hours. The bulb is destroyed if the creature is raised from the dead before it can transform into a yellow musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Small Yellow Musk Zombie: A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics.
Ankylosaurus Zombie: ?
Girallon Zombie: ?
Tyrannosaurus Zombie: ?
Undead: The archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians.
Murderous Undead: Along the entire coast, the Bay of Chult is the only spot where travelers can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and murderous undead.
Horrible Undead: ?
Ravenous Undead: ?
Walking Dead: Nanny Pu'pu is a worshiper of Myrkul, the Lord of Bones, and knows a ritual of transformation that can turn a dead humanoid into a zombie-like creature. Characters who bring their dead comrades to Mbala can ask Nanny Pu'pu to transform them into the walking dead. However, she does nothing for free. Wiping out the nest of pterafolk is the least payment she'll consider for this ritual. She might also request a lock of Commander Breakbone's hair and a few of his fingernails or one of Saja N'baza's iridescent scales. Either would certainly be used in casting evil magic.
Nanny Pu'pu is the only creature in Chult who can perform the Rite of Stolen Life. The ritual takes 1 hour to complete and requires three things: a mostly intact humanoid corpse, a gemstone worth at least 100 gp, and, most disturbingly, the sacrifice of another humanoid. If characters are unwilling to sacrifice one of their own to save a fallen comrade, Nanny Pu'pu recommends they capture a goblin, a grung, or other humanoid and bring it to her. Nanny Pu'pu kills the sacrifice, captures its spirit in the gemstone, and magically embeds the stone in the dead humanoid's forehead. After Nanny Pu'pu speaks a prayer to Myrkul, the spirit of the sacrifice gains the knowledge and the personality of the humanoid to which it is bound, in effect imitating that humanoid's spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive.
They've also heard stories about an old woman in Mbala who can animate the dead in such a way that the zombies retain the abilities and memories they had in life.
If a player character dies while exploring the wilds of Chult, an NPC guide might suggest that the party take its dead member to the ghost village of Mbala. A powerful witch is rumored to dwell there. According to local legends, the witch forged a pact with the Lord of Bones, a god who granted her the power to create zombies that retain their former personalities.
Giant Undead Turtle: ?
Swarm of Undead Spiders: ?
Mindless Undead: ?
Tomb Guardian, Mindless Undead Flesh Golem Encased in Plate Armor: This guardian was fashioned using the salvaged remains of Seward, an adventurer with the Company of the Yellow Banner, and a number of other unfortunate trespassers. Now a mindless undead, it attacks the characters on sight.
Blind Artist Undead Servant of Acererak: ?
Ch'gakare, Undead Warrior: ?
Powerful Undead: ?
Lesser Undead: ?
Greater Undead: ?
Crawling Claw: ?
Ghost: ?
Restless Spirit: ?
Ghoul: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Screaming Ghoul: ?
Ghast: ?
Hungry Ghast: ?
Lich: ?
Valindra Shadowmantle, Elf Lich: ?
Szass Tam, Lich: ?
Vecna, Lich: ?
Nepartak: ?
Su-Monster Mummy: ?
Bone Naga: ?
Ukurlahmu, Bone Naga: ?
Skeleton: ?
Minotaur Skeleton: ?
Skeleton Key: ?
Skeletal Songbird: ?
Specter: The evil remnant of a dead explorer has become a specter that attacks the party.
Withers, Gorra, Wight: ?
Wight: ?
Tomb Dwarf, Wight: To assemble that team, Acererak abducted dwarf miners and transformed them into wights to exploit their expertise at underground construction.
Will-o'-Wisp: ?
Wraith: ?
Zombie: Over a century ago, the warlord Ras Nsi raised an undead army to conquer the city of Mezro. The army consisted mainly of dead Chultans raised as zombies and cannibals transformed into ghouls.
Chultan Zombie: ?
Ogre Zombie: ?

Tortle Package (5e)
Shadow with Arms that Look Like Tentacles: These undead remnants of long-dead Umberlee worshipers do their utmost to surprise and kill intruders.
Siburath, Merfolk Ghost: The ghost is all that remains of Siburath, a male merfolk who was captured and tortured by the Bitch Queen's captain over a century ago. Siburath’s ghost can’t leave the cage unless it possesses someone, and it can’t rest until its torturer is slain.
Wight: With her dying breath, the ship's captain pledged her soul to Orcus and was transformed into a wight that lurks in the ship’s hold.
Topi: Topis are similar to zombies. Before a topi is animated, its corpse is shrunk until it stands only 2 feet tall, and its heart is cut out and replaced with a leather bag that contains a live poisonous snake. The snake requires neither air nor sustenance, and it magically renders the topi's claws venomous. When a topi dies, the snake inside it dies too. The process of creating a topi is known only to a handful of evil priests and necromancers.
Zombie: ?

Tyranny of Dragons
Naergoth Bladelord, Wight: ?
Dread Warrior: Created from the freshly dead bodies of skilled warriors, dread warriors are especially formidable zombie-like creatures, retaining some of their intelligence and much of the fighting skill they possessed in life.
No race is immune from being transformed into a dread warrior.
Lich, Szass Tam: ?
Sandesyl Morgia, Elf Vampire: ?
Tharcion Eseldra Yeth, Human Vampire Spellcaster: ?
Ilda, Ghost: Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge.
This is a creature whose spirit is tied to the world out of anguish.
Xonthal, Lich: The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower.
Diderius, Mummy Lord: When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb.
Free-Thinking Undead Soldier: ?
Undead: ?
Dracolich: The Cult of the Dragon has existed for centuries. During most of that time, its members have focused on the creation and worship of dracoliches, based on a prophecy translated by the cult's founder, Sammaster.
In the past, the cult was more active to the east and it was focused on creating dracoliches.
Given the chance, she talks about serving under Sammaster and killing dragons to raise them as dracoliches, which she still considers "the true path."
This chamber was Xonthal's combination living room, office, and den, used for studying, relaxing, and writing. When they took over the tower, the cultists turned this chamber into another dracolich laboratory.
Before Severin assumed control over the Cult of the Dragon, the Well of Dragons was used to transform dying dragons into dracoliches.
Ghost: ?
Lich: ?
Wight: ?
Zombie: A humanoid slain by a Naergoth Bladelord's Life Drain attack rises 24 hours later as a zombie under the Naergoth's control, unless the humanoid is restored to life or its body is destroyed.
Mummy: ?
Specter: Several of the castle's residents were murdered in this topmost room of the northwest tower in particularly hideous fashion. They are still here in the form of three specters haunting the chamber.
The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins.
Vampire Spawn: ?
Wight: ?
Will-o'-Wisp: ?

Volo’s Waterdeep Enchiridion (5e)
Ruid, Hooded Ghost: ?
Kistarianth the Red, Dracolich: ?

Warriors and Weapons: A Young Adventurer's Guide
Vampire: ?

Waterdeep Dragonheist
Undead: ?
Crawling Claw: This crypt contains the shattered bones of Uld Brandath, a Waterdavian magister who died in a freak accident decades ago. (A gargoyle broke off the corner of a government building and fell on Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld.
Kistarianth the Red, Dracolich: ?
Duhlark Kolat, Flameskull: Manshoon found Duhlark Kolat's skeletal remains in the bed and transformed his skull into a flameskull.
Flameskull: ?
Malkolm Brizzenbright, Ghost The ghost can engage in light conversation. It is bound to the theater because Malkolm Brizzenbright's soul couldn't bear to leave the place.
Caladorn Cassalanter, Ghost: The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep.
Caladorn's bones have turned to dust, but his suit of +1 plate armor remains. Also lying in the dust is a mace of disruption. If Caladorn's ghost is present when one or both magic items are removed from the sarcophagus, it asks, "Do you vow to use these items to defeat the forces of darkness?" An answer in the affirmative is sufficient to lay the ghost to rest. Before vanishing for good, it says, "Use the mace to destroy the effigy of evil incarnate. End the corruption to restore my family's honor."
Kolat Brother, Ghost: ?
Ruid, Hooded Ghost: ?
Ghast: ?
Lich: ?
Mummy: ?
Shadow: The Gralhunds paid a necromancer to perform a ritual on Hurv and his mastiffs. After sundown, the physical forms of these figures melt away, and they become three shadows until dawn.
Skeleton: Sir Ambrose Everdawn, a grizzled old champion of Kelemvor, has offered to help the City Guard catch a necromancer who's stealing bones from the City of the Dead and animating them as skeleton.
The characters have a cumulative 10 percent chance each night of encountering six skeletons, but there's no sign of the necromancer who animated them.
Losser is stealing bones from the City of the Dead to create an army of animated skeletons.
Minotaur Skeleton: ?
Specter: The spirits of several dead members of the Cassalanter family are bound to this crypt.
Beholder Zombie: The beholder zombie is all that remains of a beholder that arose from the Underdark to challenge Xanathar's supremacy. After defeating its rival, Xanathar had the corpse animated and transformed into a lair guardian.

Waterdeep Dungeon of the Mad Archmage
Shadow Assassin: Each time a cult fanatic dies, a shadow assassin rises from the fanatic's corpse and joins the battle, acting on the same initiative count as the fanatic that "birthed" it.
Undead Bulette: After defeating the bulette, the king had its body animated to serve as an undead guardian.
Undead Archmage Severed Arm: The limb belonged to a human archmage named Manshoon- or, more precisely, to one of his clones. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like him waves it off.
Nester, Undead Archmage: Nester's efforts to transform into a lich met with limited success. Rather than follow the prescribed method, he devised his own technique and botched the ritual spells. Consequently, his phylactery was shattered, and his body and mind have slowly crumbled away. The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Halaster brought seven apprentices with him to Undermountain. One of them, Nester, became a lich using spells and methods of his own devising. But his process was flawed, and over time Nester's phylactery and body disintegrated until only his floating skull and skeletal arms remained.
Undead Shambling Mound: If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into four shambling mounds made entirely of skulls and bones.
Undead Mage: ?
Nightshade: ?
Banshee, Charinidia: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, Grazthrae: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Banshee, T'riizlin: Muiral visits the temple to hear the lamentations of three drow priestesses who lost all favor with Lolth and became banshees.
Charinidia, Grazthrae, and T'riizlin were priestesses transformed into banshees by Lolth for their vanity.
Netherskull the Death Tyrant: After carving out a lair for itself, the beholder dreamed itself into undeath, becoming a death tyrant called Netherskull.
Death Knight, Vanrak Moonstar, The Dark Ranger: Vanrak Moonstar, a Waterdavian noble who turned to the worship of Shar (god of darkness and loss), descended into Undermountain, and became a death knight.
The invaders also acquired enough treasure from the temple vaults to fund Lord Vanrak's personal quest for immortality. Within a few years, the Dark Ranger had transformed himself into a death knight.
Death Knight, Dezmyr Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Death Knight, Zalthar Shadowdusk: These former paladins of Torm abandoned their faith long ago, becoming death knights.
Branta Lyntion, Demilich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich. In this form, she came to Undermountain to plunder its magic. Halaster captured and enslaved her, promising to free her if she helped him brew potions. Tragically, that promise went unfulfilled. Deprived of the ability to feed souls into her phylactery, which lies hidden in a dungeon far from Waterdeep, Branta's skeletal form deteriorated. Now, over a century later, only her skull remains. Years of captivity have driven the demilich insane, and it attacks anyone other than Halaster.
Branta Myntion, Lich: This demilich is all that remains of Branta Myntion, a wizard who fell in with a bad crowd. Her hunger for magic set her on an evil path as she hunted down and killed other wizards to acquire their spellbooks. Before old age could claim her, Branta transformed herself into a lich.
Lynnorax, Adult Blue Dracolich: ?
Trenzia, Flameskull: After she was driven mad by her scientific and necromantic experiments, Trenzia convinced Halaster to transform her into a flameskull.
Ghost, Algarr Grimtide: ?
Ghost, Liddie "Slurtongue" Peddlekant: ?
Ghost, Fishbone Jim: ?
Ghost, Yoastal: A yuan-ti pureblood priest named Yoastal was slain by the Ssethian Scourges and remains bound to the temple.
Ghost, Fidelio: Over a century ago, Fidelio began his campaign to single-handedly rid Undermountain of evil, foolishly believing that Tyr would not let him perish. The arrogant paladin fought his way down to the Obstacle Course, only to be disintegrated unceremoniously by Netherskull. Fidelio's convictions are so strong, however, that his spirit cannot rest until it defeats Netherskull in battle.
Dwarven Ghost: ?
Drow Ghoul: Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead.
Ezzat, Lich: Ezzat was a mage who had an opportunity to become Halaster's apprentice. A good-aligned human priest discouraged him from pursuing that evil path. After his priest friend died of old age and Ezzat became a lich to avoid a similar fate, he became obsessed with finding a way· not only to destroy Halaster but to gain control over Undermountain.
Maddgoth, Lich: ?
Arcturia, Lich: ?
Vlaakith Lich-Queen: ?
Gorka Tharn, Duergar Mummy Lord: ?
Duergar Mummy: ?
Hexacali, Bone Naga: Only two spirit nagas remain, Excrutha and Serakath, along with their thralls and the remnants of the third spirit naga, Hexacali, who was destroyed and transformed into a bone naga by the yuan-ti.
Halleth Garke, Revenant: When a half-elf cleric of Waukeen named Halleth Garke accused his adventuring companions of withholding treasure from him, the other members of the Fine Fellows of Daggerford (not including Kelim in area 36b, who had already wandered off) beat Halleth to death and threw his body into the pit. Halleth "awoke" the next day as a revenant, compelled to find and kill the three who murdered him.
Tiefling Skeleton: The gondola and the skeletal ferryman are all creations of Halaster.
One-Handed Drow Skeleton: ?
Dwarf Skeleton: ?
Zorak Lightdrinker, Dwarf Vampire: ?
Keresta Delvingstone, Vampire Cleric of Shar: Keresta met her end in the lair of a vampire and became a vampire spawn under its command. After Vanrak destroyed the vampire and conquered its lair, he took Keresta under his wing. Consumed by darkness and loss, Keresta was drawn to Shar like a moth to a flame and rose to become a vampire cleric of the evil god.
Keresta Delvingstone, Vampire Spawn: Keresta met her end in the lair of a vampire and became a vampire spawn under its command.
Angelica, Vampire Spawn: ?
Yaveros, Vampire Spawn: ?
Brek, Vampire Spawn: ?
Deviana, Vampire Spawn: ?
Ezra, Vampire Spawn: ?
Yuri, Vampire Spawn: ?
Darvanos, Vampire Spawn: ?
Hekella, Vampire Spawn: ?
Tozu, Vampire Spawn: ?
Aryk, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Bartho, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Callia, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Gaston, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Hector, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Ilsuban, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Nath, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rhylzar, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Rose, Vampire Spawn: The squad of vampire spawn is composed of adventurers and cultists who have been turned into undead by Keresta.
Artor Mortin, The Baron of Blood, Vampire: ?
Sabatene Xilzzrin, Drow Vampire: ?
Tebran Madannith, Drow Vampire: ?
Crisann, Will-o'-Wisp: ?
Z'reska, Will-o'-Wisp: the dark essence of a female drow priestess named Z'reska, who was butchered by minotaurs.
Zil Ephram, Zombie: The zombie is what remains of Zail Ephram, a human wizard and adventurer who was killed in Shadowdusk Hold. Melissara Shadowdusk used an animate dead spell to animate the wizard's corpse.
Nerozar the Defeated, Beholder Zombie: Nerozar challenged Xanathar for lordship of Skullport and lost. Skullport's mind flayer ambassador brought Nerozar's animated corpse with it to Stromkuhldur.
Drow Zombie: ?
Troglodyte Zombie: In truth, the drow are nine troglodyte zombies created using animate dead and disguised with a seeming spell.

Beholder Death Tyrant: Netherskull's regional effects end with the death tyrant's destruction, and Halaster takes his time replacing the creature. Eventually he settles on abducting several beholders, releasing them in the Obstacle Course, and Jetting them vie for control of the level until only one remains. Halaster plans to help the winner transform itself into a new death tyrant.
Flameskull: Halaster made the flameskulls from the skulls of wizards who tried and failed to become his apprentices.
Thirteen ancient ftameskulls haunt Skullport. These entities, which have defended the town since its founding, are all that remain of the Sargauth Enclave, a settlement of Netherese wizards.
Ghost: ?
Ghoul: The scrap of paper is another partial entry from Trenzia's log that reads, "Day 10. With lightning and copper wires, I created a pack of ghouls.”
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Muiral made the ghouls using the corpses of adventurers and drow.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
Lich: ?
Shadow: If a non-evil humanoid dies from [a shadow assassin's shadow blade] attack, a shadow rises from the corpse ld4 hours later.
A humanoid reduced to 0 hit points by [damage from Umbraxakar's Shadow Breath] dies, and an undead shadow rises from its corpse and acts immediately after Umbraxakar in the initiative count.
Skeleton: The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
Minotaur Skeleton: ?
Specter: The wraith killed the three drow (two females and one male) and turned their spirits into specters.
Vampire: ?
Vampire Spawn: The cult of Shar in Vanrakdoom consists mainly of vampire spawn under the command of Keresta Delvingstone. Living cultists also find their way here from time to time, guided through Undermountain by the dark grace of Shar herself. Keresta turns the most promising acolytes into vampire spawn.
Wight: ?
Wraith: The wraith is all that remains of an evil adventurer who was disintegrated by Halaster in this room long ago.
Will-o'-Wisp: Any humanoid that dies in Shadowdusk Hold rises from its corpse ld4 hours later as a will-o'-wisp under the DM's control. Casting dispel evil and good on the corpse before the will-o'-wisp forms prevents such an occurrence, as does bringing the body out of Shadow-dusk Hold or into the area of a hallow spell.
Any humanoid member of the Shadowdusk family killed on this level returns as a will-o'-wisp unless certain precautions are taken.
Zombie: Nylas wants to turn the Horned Sisters into zombies because they have acted cruelly toward him. He asks the characters to kill them so he can raise their corpses with animate dead spells.
The characters might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses.
If Muiral survives and the forces of House Auvryndar are routed, he animates the corpses of any dead drow and troglodytes he finds, then scatters these zombies and ghouls throughout the level.
The zombies are the remains of humanoids killed by Netherskull and animated by its Negative Energy Cone. They include several humans and dwarves, as well as a few elves, drow, tieflings, quaggoths, duergar, hobgoblins, troglodytes, and githyanki.
Netherskull seeks to destroy intruders and animate their corpses, turning them into zombie thralls.
As payment for each zombie, she demands a tiny vial of the buyer's blood and three hairs plucked from the buyer's head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for the next three days.
Ogre Zombie: ?
Beholder Zombie: ?

Wayfinders Guide to Eberron
Archlich Erandis Vol: ?
Queen of Death, Lich: ?
Kaius ir’Wynarn III: ?
Deathless: The elves of Aerenal refuse to allow their greatest souls to be lost to Dolurrh. Using powerful magic, they raise these champions as deathless, a form of undead imbued with positive energy.
The deathless undead of Aerenal are sustained by positive energy—the light of Irian and the devotion freely given by their descendants.
Undead Soldier: ?
Karrnathi Undead: ?
Undead Elf: ?
Undead Imbued With Positive Energy: ?
Negatively Charged Undead: ?
Undead Monstrosity: In the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities.
Angry Ghost: In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells—war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for new victims. Angry ghosts continue to fight their final battles.
Vengeful Ghost: ?
Ancestor Ghost: ?
Hostile Ghost: ?
Spirit: ?

Undead: Mabaran Resonator magic item.
Ghost: ?
Lich: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Zombie: Mabaran Resonator magic item.

MABARAN RESONATOR
Eldritch machine, legendary (requires attunement)This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM’s discretion, more powerful creatures can return as other forms of undead.

Xanathar's Guide to Everything
Undead: ?
Banshee: ?
Death Tyrant: ?
Adult Blue Dracolich: ?
Flameskull: ?
Ghost: ?
Ghoul: ?
Ghast: ?
Mummy: ?
Mummy Lord: ?
Bone Naga: ?
Revenant: ?
Shadow: ?
Skeleton: Danse Macabre spell.
Minotaur Skeleton: ?
Specter: Accursed Specter Warlock Hexblade power.
Vampire: ?
Vampire Spawn: ?
Vampire Spellcaster: ?
Vampire Warrior: ?
Wight: ?
Will-o'-Wisp: ?
Wraith: ?
Zombie: Danse Macabre spell.
Negative Energy Flood spell.
Beholder Zombie: ?

DANSE MACABRE
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your control until the spell ends, after which they become inanimate once more.
Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each s lot level above 5th.

NEGATIVE ENERGY FLOOD
5th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, M (a broken bone and a square of black silk)
Duration: Instantaneous
You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.
If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5dl2. The target gains half the total as temporary hit points.

ACCURSED SPECTER
Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).
The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.
Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

3rd Party
(5E) A01: Crypt of the Sun Lord
Skeleton Dog: ?
Skeleton Wolf: ?
Skeleton: ?

Manastorm: World of Shin'ar NPC Codex:
Undead Black Dragon Wyrmlings: ?

Midgard Worldbook for 5th Edition and Pathfinder
Banshee, Maatkare Abastet: ?
Deathwisp: ?
Dracolich, Cave Dragon, Vizorakh the Ravenous: Vizorakh the Ravenous, thought long gone like all cave dragons of sufficient age, clings to existence. This ancient horror sought out great wizards of the Ghoul Imperium and burrowed into forgotten dungeons beneath the earth in search of salvation. On the brink of death, it found its answer. Vizorakh cast its soul into an onyx gemstone the size of an elephant and passed into undeath. It rose again as a dracolich, no longer hungering for flesh but for the souls of its own kind.
Kamelk Twice-Killed, Chieftain of the Ghost Head Goblins, Dust Goblin Ghost: ?
Undead Centaur Ghost: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Ghostly Drake: ?
Ghost, Elven Wizard: ?
Ghost Head Goblin Horror: This infamous tribe contains as many undead goblins as living ones. They are led by Kamelk Twice-Killed, an unstoppable force who has been slain both as a living goblin and as a ghost, securing his legend when he returned each time. Many of his followers have undergone rituals to become undead “horrors.”
Ghoul, Ghul King: ?
Beggar Ghoul: ?
Darakhul Ghoul: ?
Darakhul Ghoul, Duchess Angvyr Ssetha, The Lady of Chains, Slave Mistress of Chaingard: ?
Darakhul Ghoul, Duke Borag the Executioner, Warlord of Gallwheor: ?
Darakhul Ghoul, Duke Drago Blackfly: ?
Darakhul Ghoul, Duke Eloghar Vorghesht, Regent of Evernight, High Priest of Vardesain: ?
Darakhul Ghoul, Duke Wierdunn Bonehand: ?
Darakhul Ghoul, Duke Leander Stross: ?
Darakhul Ghoul, Emperor Nicoforus The Pale: ?
Darakhul Ghoul, Emperor Vilmos Marquering, The Black Fang: ?
Darakhul Ghoul, Haresha Winterblood: ?
Darakhul Ghoul Monk, Sated Fang: ?
Darakhul Ghoul, Saint Whiteskull of Brastilor: ?
Darakhul Ghoul, Silas Folly: ?
Darakhul Ghoul, Tonderil the Bonebreaker: ?
Darakhul Ghoul, Vermesail the Gravedancer: ?
Darakhul Ghoul Necrophage, Duchess Mikalea Soulreaper, Lorekeeper of Ossean: ?
Darakhul Ghoul Necrophage, Valengurd the Confessor: ?
Ghoulish Derro: ?
Imperial Ghoul: ?
Iron Ghoul: ?
Large Ghoul: Animate Ghoul spell, 3rd level slot.
Grey Thirster: ?
Haunt: Demon Mountain Road: Corrupted at its source at Demon Mountain, this is a ley line that Rothenian shamans tap but rarely dare to traverse. Filled with haunts, spirits, devils, demons, and undead centaur ghosts, the Demon Mountain Road is said to contain the souls of all those killed by the Master of Demon Mountain over the centuries. (Midgard Worldbook for 5th Edition and Pathfinder)
Hungry Shade: Long ago, the desert swallowed up the remnants of a foolish Mharoti army. Occasionally, hungry shades emerge from the sands near the ruins of Iram, City of Pillars. These are the undead spirits of the hapless soldiers of the Dragon Empire, doomed to follow their general’s last commands until a new master learns how to control them.
The sisters are, in truth, a coven of night hags. They work tirelessly to locate black-hearted people whose dreams they can haunt, hounding the hapless victims to death so they can steal their evil souls. They bring these souls to the headwaters of the Nightbrook, and in a dark ritual that requires a memory philter holding emotions of loss, longing, rage, or bitterness, they twist the souls into hungry shades.
Lich, God-Wizard Kuluma-Siris: ?
Lich, Archlich Orgupash: ?
Lich, Lady Chesmaya, Voivodina of the Verdant Tower: ?
Lich, Meskhenit, Reborn Queen-Goddess, Mother of Destiny and Defender of the Realm: ?
Lich, Osvaud the Off-White: ?
Lich, Goblin, Gnogrot Milkeye: ?
Lich, Ravenfolk Sorcerer, Arkara Amasis: ?
Menet-Ka: Menet-Ka was a minor king in ancient Nuria Natal who was buried beneath an oasis fed by an underground branch of the River Nuria and close to a powerful ley line. The plan was that the blessed waters of the river would flow into the dead king after entombment, and he would return to life gifted with staggering power. Unfortunately, Menet-Ka’s corruption meant he returned as an undead creature, and his tomb now serves as a death trap, designed to steal the breath from any who dare to disturb his final resting place.
Mummy Lord, God-King Irsu Thanetsi Khamet, Eye of Anu-Akma and Warden of the Red Portal: ?
Mummy Lord, God-King Sut-Akhaman: ?
Catfolk Mummy: ?
Mummified Goblin King Dizzerax: ?
Mummified Sphinx: ?
Phantom: ?
Burning Skeleton: ?
Strigoi: ?
Ancient Undead Gold Dragon, Ibbalan the Illustrious: ?
Undead Giant: Cursed with long lives and restless deaths, these giants are joyless at best and feral at worst.
With each passing year, increasing numbers of giant corpses—sometimes one or two, other times entire tribes—are driven up from the ground. Their animated bodies rise up to walk the land, pursue strange goals, and protect otherwise barren areas without discernible cause. When a giant’s body fails to rest quietly, its soul returns to haunt its living descendants.
Undead Gnoll: ?
Draugir, Undead Mount: ?
Undead Purple Worm: ?
Vaettir: ?
Vampire, Baron Urslav, The Crawling Lord of Vallanoria, Keeper of the Red Sisters: ?
Vampire, Count Warrin: ?
Vampire, Otmar the Sallow: ?
Spellcaster Vampire, Countess Urzana Dolingen of Morgau: ?
Spellcaster Vampire, Lord Fandorin, Baron of Doresh, Fey Lord of the Grisal Marches: ?
Spellcaster Vampire, Lord Mayor Rodyan, The Glutton of Hangksburg: ?
Spellcaster Vampire, Thurso Dragonson, Duke of Morgau, Master of the Black Hills, Protector of the Fane of Blood, Heir to the Twin Thrones: ?
Warrior Vampire, Commander Balenus of the Ghost Knights: ?
Warrior Vampire, King Lucan: ?
Warrior Vampire, Lady Darvulia, Voivodina of Cloudwall, Keeper of the Gate Subterranean: ?
Warrior Vampire, Princess Hristina, Protector and Duchess of Krakovar, Grand Marshall of the Ghost Knights: ?
Vampire Warlock, Lady Mihaela, Baroness of Doresh, Pale Lady of Fandorin: ?
Blood Zombie: So-called “crimson lakes” mark other areas of the Western Wastes. Visible rips in reality’s fabric float hundreds of feet above the desert and drip a foul, bloodlike substance that accumulates in dark pools below. Such sites are sacred to some goblin tribes, and the coagulated liquid forms into sentient creatures if left undisturbed long enough.
Liquid Zombie: ?

Undead: The serpents in the hills around the valley offer a deadly hazard to those wishing to find the garden. Grandmother's magic has made the snakes' venom particularly deadly; those suffering a bite from these enchanted snakes typically die within hours of being injected. To make matters worse, the bodies of those who die from the poison sometimes return as foul undead monstrosities.
The fire lords make their home in a range of volcanoes called the Blodejord (“Crib of Earth’s Blood,” in the Jotun tongue), rising around the charred and desolate remains of what once was a stunningly fertile valley. Fire and ash erupt into the air, and any who die covered by the Crib’s enchanted ashes rise again as twisted undead.
Fire giant necromancers of Sengajordensblod are using the Crib-ash to raise an undead horde and to forge Surtalogi, the great weapon of Ragnarok.
Ghoul: Animate Ghoul spell.
Vampire: ?
Vampire Spawn: ?
Lich: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Ghost: The black shadows that pass for water in the Shadow Realm run swift and cold, so cold that no matter the surrounding terrain or climate, every stream or river or lake in the plane counts as frigid water. Worse, the spirits of things that died in or near the water constitute a hazard of the plane.
When Chernobog walks the earth in the dark of the moon and during eclipses, winds rise and howl, animals grow skittish and dogs bite, and ghosts rise from every grave.
Zombie: When he’s not indulging his foul appetites for blood and sex, the Lord Mayor likes to spend time nurturing the necrotic ticks he is breeding in the laboratory beneath his mansion. He uses them to create zombies to fight in the gladiatorial arena close to the city’s central Hangman’s Square.
Zombie Fog supernatural storm.
Skeleton: ?
Specter: The hag-like qwyllion are capable of dominating their foes and slaying enemies with a deadly gaze, transforming them into enslaved specters.
Wraith: ?
Mummy: Everywhere except in the Greater Duchy of Morgau, Anu-Akma promotes purity and preserves order, watching over the timely and dignified death of all. His priests anoint those of royal blood to rise again as mummies or liches, and gnoll mortuary guards and guides protect the vast ossuaries and cemeteries from desecration.
Wight: ?
Shadow: ?
Will o' Wisp: ?
Ghast: Animate Ghoul spell, 4th level slot.
Banshee: ?
Death Knight: Antipaladin Oath of the Giving Grave Undying Sentinel power.

ANIMATE GHOUL
2nd-level necromancy [blood]
Casting Time: 1 action
Range: Touch
Components: V, S, M (piece of rotting flesh and an onyx gemstone worth 100 gp)
Duration: Instantaneous
You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.

Zombie Fog: These pervasive banks of corpse-gray fog extend 1d4 × 100 feet in diameter and rise from sites steeped in ancient necromancy. The mostly intact corpses of humanoids caught in the fog’s rotting fumes animate as zombies in 1d6 rounds and typically wander within the fog until drawn forth by the presence of the living. The concealment provided by the thick mists hides the approach of hordes of zombies until much too late.

UNDYING SENTINEL
At 20th level, you gain magic resistance; you have advantage on saving throws against spells and other magical effects. In addition, if you are killed, you rise from the grave within 1d4 days as a death knight. Consult your GM for implementation.

Ponyfinder Campaign Setting
Unfulfilled: Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.

Undead: Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.
Vampiric Sorcerous Origin Ruler of the Night power.

Ponyfinder Everglow Bestiary
Skeletal Pony Slinger: ?
Zombie Pony: Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.

D&D Next:
Dungeon 213
Enlarged Skeleton: ?
Glorified Zombie: ?
Apparition: ?
Mummy: ?
Acererak the Demi-Lich: Ages past, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became the lich Acererak. Over the scores of years that followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb resides. Eventually even the undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all of his slaves and servitors, magically hid the entrance to his halls, and went to his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. Joining the halves of the FIRST KEY calls his soul back to the Material Plane, and use of the SECOND KEY alerts the now demilich that he must prepare to do battle to survive yet more centuries.
All that remains of Acererak are the dust of his bones and a skull with two 50,000 gp rubies set into its eye sockets. The skull also has six pointed (marquis cut) diamonds set as teeth in its jaw (each diamond is worth 5,000 gp). If any character is foolish enough to touch or strike the skull, a terrible thing occurs.
The skull rises into the air, its ruby eyes flickering with malevolence, its diamond teeth agleam with ancient hunger for the souls of the damned.
The skull is all that remains of Acererak’s body, but it’s all the demi-lich needs to show the heroes the folly of their endeavors.

Dungeon 221
Kel the Eldest, Human Lich: ?
Wight: ?
 
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Voadam

Legend
4e

4e Compilation
Undead, Living Dead, Undead Being, Undead Creature, Undead Monster: Theories abound regarding the origin and creation of undead, from the hushed tales told by simple peasants to the exotic research performed by sages and wizards. None agree, and only one fact is certain: Undead exist in the world and have since time immemorial. (Open Grave Secrets of the Undead)
The origin of undead can be traced back to a time eons ago, when the primordials thrived before the first foundations of the world were even a rumor. Immortal in the sense that they knew no age and withstood any hurt, these were beings of manifest entropy. (Open Grave Secrets of the Undead)
In these earliest days, souls shorn of their bodies simply departed the cosmos, taken to a place beyond all reckoning. When the primordials first crafted the world, they had little regard for the fate of souls. But some among them recognized soul power as a potent force, and they hungered for it. These entities stopped up the passage of souls. With nowhere to go, many souls were either consumed by primordials that had a taste for such spiritual fare, or, finding no further road or final purpose, sputtered out and dissipated, gone forever. Others persisted, becoming undead. (Open Grave Secrets of the Undead)
Sentient living creatures have a body and a soul, the latter of which is the consciousness that exists in and departs from the body when it perishes. A body’s “life force” that drives a creature’s muscles and emotions is called the animus. The animus provides vitality and mobility for a creature, and like the soul, it fades from the body after death. Unlike the soul, it fades from the body as the body rots. (Open Grave Secrets of the Undead)
If “revived” in the proper fashion, the animus can rouse the body in the absence of a soul. (This phenomenon is what makes it possible for creatures that were never alive, such as constructs, to become undead.) In some cases, the animus can even exist apart from the body as a cruel memory of life. Such impetus can come from necromantic magic, a corrupting supernatural influence at the place of death or interment, or a locale’s connection to the Shadowfell. Strong desires, beliefs, or emotions on the part of the deceased can also tap into the magic of the world to give the animus power. (Open Grave Secrets of the Undead)
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough impetus to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the sympathies they had in life. A wight has a body and a feral awareness granted by the animus, but no soul. Even the dreaded wraith is simply a soulless animus, deeply corrupted and infused with strong necromantic energy. (Open Grave Secrets of the Undead)
The Shadowfell most often serves as the source of this impetus. In the Shadowfell, bodiless spirits are common, as are undead. Something within this echo-plane’s dreary nature nurtures undead. This shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromantic powers or rituals. Or it can be siphoned into areas strongly associated with death, pooling there. (Open Grave Secrets of the Undead)
Some undead retain their souls after the death of the body. Rituals allow this sort of transformation. A potent destiny or vigorous enough strength of will sometimes enables (or forces) a creature to transcend death. (Open Grave Secrets of the Undead)
When most living creatures think about how undead come into being, they connect the origin of undead with the animation of a dead body. That said, undead are actually “born” in a variety of ways. (Open Grave Secrets of the Undead)
Powerfully evil acts resonate with such force that they can ripple across dimensions and open cracks in reality, permitting malevolent entities to escape into the mortal world. These entities seek out corporeal flesh, in particular the recently vacated vessels of the damned. Once inside the host, these spirits corrupt the animus, granting the corpse a semblance of life. (Open Grave Secrets of the Undead)
An evil, perverse, and intelligent creature can be reborn into undeath when the influence of the animus revives the memories of the vessel’s previous host, although the soul of the creature is not present—these sorts of undead are just particularly wily animus-driven undead. (Open Grave Secrets of the Undead)
At other times, atrocious deeds call dark spirits into the cadaver of the newly deceased, leaving the original soul intact. Sometimes, good souls can be trapped within their bodies, to be slowly turned to evil as the depraved spirits corrupt the soul. (Open Grave Secrets of the Undead)
Sites where evil creatures lair or where evil artifacts are stored can act as strong catalysts in the creation of undead. Undead so created are usually mindless animate corpses. Sometimes they are more powerful, soul-bearing undead whose spirits were corrupted while they lived in an area of tainted ground, and thus the creatures fell directly into undeath when their bodies succumbed. (Open Grave Secrets of the Undead)
Though some believe that some kind of fell power energizes animate creatures, it is more accurate to say that the animus or spirit resident in a walking corpse provides an undead creature with the requisite motive force for movement, and perhaps enough additional force to talk and even reason, and—most important—enough animation to prey on other creatures. (Open Grave Secrets of the Undead)
Dark deeds conducted by others can serve as a trigger for unlife, especially if such deeds accrue over months or years in one particular location. Such an area, more than any other, is worthy of the term “tainted by evil,” though the religious-minded sometimes call such areas unsanctified ground. (Open Grave Secrets of the Undead)
When a living creature is drained to death by evil agencies, the husk of the body becomes a shell that is particularly susceptible to the influence of unlife. When an undead creature is responsible for draining the life force from a living creature, the creation of a new undead from the dead flesh is not assured, but the door is certainly open for unclean spirits to move into the recently evacuated house of the body.
A few particularly abhorrent undead carry a powerful contagion that, when transferred to mortals, causes them to weaken and die at an alarming rate, rising as undead in a matter of hours unless a cure is rapidly administered. Once a creature is infected in this manner, little can be done to save him or her from becoming undead. (Open Grave Secrets of the Undead)
Some obsessed knowledge-seekers pursue the spark of life too far, and thereby discover the dark fruits of undeath. They seek death’s secrets because of their fear of death, thinking that if they can come to understand mortality, their fear will be extinguished and their survival assured. Those who tread this road to its conclusion sometimes embrace death completely, and do not become so much immortal as simply enduring. (Open Grave Secrets of the Undead)
Sometimes undead are created when corpse parts are sewn together to form a great amalgam of death. Then, when the composite corpse is touched with lightning and the proper reanimation ritual performed, an undead creature rises, its mind rotted but its flesh strong with the animus of several beings. Such creatures share some external visual similarities to flesh golems, but are different in ability and origin. (Open Grave Secrets of the Undead)
All undead were once living beings, in that they had a soul. Soulless constructs do not and cannot become undead. (Open Grave Secrets of the Undead)
Some necromancers use the arcane power source to fuel their magic, while others call upon the power of shadow to effect their dim miracles. Still others animate undead by the power of the divine, calling on fell gods to raise legions of bound wraiths to their will. (Open Grave Secrets of the Undead)
Some undead are born as a result of sheer force of will. These rare individuals staved off the afterlife by harnessing the great power of their soul (or ki). Rarer still, other undead abominations call upon the great psionic powers of the mind to cheat death. (Open Grave Secrets of the Undead)
Several varieties of undead can create new unliving progeny. Taking a broader view, undead self-propagation might be regarded as an infectious disease: It is nasty, it is easily spread, and it kills its hosts. (Open Grave Secrets of the Undead)
Unless they seek to animate the bodies of the dead, living beings should know better than to bury bodies in the Shadowfell. Though rituals exist to keep a corpse temporarily free of unlife, it’s better not to chance such things. Even when such rituals are used, corpses (whether buried or left behind untended) are likely to rise in the Shadowfell as shambling dead. Evil individuals are certain to rise as particularly nasty soulless monsters. In the world, only the most horrific and ruthless murderers return as specters, but in the Shadowfell, any death might spawn such a wicked undead. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
A decade ago, evil humans inhabited the valley where the cemetery of Kravenghast Necropolis now stands. Obsessed with death, the people performed living sacrifices on the tops of the mountains that frame both ends of the valley. They buried the mangled remains of the sacrifices in unhallowed graves in a central cemetery. Over time, the sacrifice victims rose as undead, though they were confined to the place of their burial. (Open Grave Secrets of the Undead)
When the Tower of Zoramadria was moved across the Feywild through a ritual, the life force of many of its inhabitants was drained off to power that ritual. Many of Zoramadria’s students that escaped permanent destruction did so only by embracing undeath. (Open Grave Secrets of the Undead)
The preservation fluid within a brain’s jar is a valuable alchemical material, especially useful for crafting undead. (Open Grave Secrets of the Undead)
Most undead animate spontaneously or arise through profane rituals. A few mortals willingly become undead, though, viewing the condition as a form of immortality. (Open Grave Secrets of the Undead)
Many days south of Balic, a great plain of broken, black obsidian interrupts the monotony of the Endless Sand Dunes. The obsidian differs throughout the plain—it can be smooth and glassy, low and razor-edged, or shattered into jagged chunks 20 or 30 feet tall. Here and there, bare hillocks rise above the obsidian waves, crowned by a clump of hardy bushes or a small tree, or half-buried remnants of city walls jut out of the glistening glass like the bones of a creature that died in a tar pit. During the Cleansing Wars, a terrible battle was fought on this plain, and a defiler of awesome power broke the world’s skin, flooding the area with molten black glass to destroy whole armies with one dreadful ritual. (Dark Sun Campaign Setting)
With no food, little water, and no shelter to speak of, the Dead Land is one of the worst regions on Athas. By day, the sun’s heat on the black ground can kill a traveler within hours; at night, the armies slain here rise as hateful undead, driven to reenact the last battles of their lives. (Dark Sun Campaign Setting)
According to rumors, the Black Sands region was created by defiling magic that predated the rise of the city-states and their rulers. Supposedly, an ancient ruined city, haunted by hateful ghosts of a past age, lies at the center of the Sands, and any who enter its crumbled walls are doomed to join the undead spirits. (Dark Sun Campaign Setting)
Portals to Orcus’s realm of Thanatos might overlay the doors of mausoleums or stand among oddly arranged headstones. When a portal to Thanatos opens, the skies darken and the weather turns cold. The shades of folk that died in the surrounding lands reappear to wreak havoc, then vanish. The earth boils beneath cemeteries, churned by the dead. Within 10 squares of such a portal, a creature that dies rises on its next turn as a mindless corporeal undead of a type of the DM’s choice. (Demonomicon)
Dragons that wish to learn the secret of becoming undead could do worse than follow the tenets of Vecna. (Draconomicon I Chromatic Dragons)
Buried deep, beyond the prying eyes of the common worshipers, is an ossuary where Vol’s mummy high priest, Malevanor, performs the most profane rituals, twisting corpses with dark magic to create atrocities and undead horrors. (Eberron Campaign Guide)
To shore up the nation’s demoralized and weakened armies, the Blood of Vol provided Karrnath with rituals that produce loyal undead warriors. (Eberron Campaign Guide)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
Undead fuel their minds and protect their corpses from dissolution through powerful necromantic rituals—especially liches, whose never-ending acquisition of arcane knowledge has propelled some into contention with the gods themselves. (Forgotten Realms Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
The catacombs are tainted by the presence of Vadin Cartwright, a priest of Tharizdun. In the abbey's vaults, Vadin discovered a red crystalline substance he calls the Voidharrow, which he believes contains a fragment of the Chained God's essence. He has taken up residence in the catacombs, experimenting with how his own power to create undead interacts with the Voidharrow. (Madness at Gardmore Abbey)
Some souls can and do escape the finality of death. Those who fear what lies beyond, and a few too blinded by anger or hate to willingly move on, cling to their bodiless existence in the Shadowfell. These fearful, miserable, or hateful creatures often become undead of various sorts. (Manual of the Planes)
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over centuries, clerics of dark gods, cultists of Orcus, amoral wizards, and necromancers of the worst sort have created countless thousands of undead monsters using heinous rituals. (Manual of the Planes)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
Just as horrific, undead sometimes create themselves. (Manual of the Planes)
Others find the weight of their mortal deeds so heavy they cannot bear to move farther than the Shadowfell. In time, they are corrupted by the plane’s malaise, becoming specters, wraiths, and other insubstantial beings. (Manual of the Planes)
Those that die on Thanatos rise in moments as undead. (Manual of the Planes)
Many of the angels who refused to rebel were condemned to torment and death here, and they linger in Cania’s depths as undead creatures of terrible power. (Manual of the Planes)
Although Pluton is largely abandoned, and no new mortal souls come here, some spirits feared to pass into true death and chose to cling to the half death that Nerull granted them. Most of these are now hateful, mindless undead creatures. (Manual of the Planes)
Between the Dread Ring’s outer wall and its central tower lies a true chamber of horrors. Stone-and-steel slabs hold bodies and parts of bodies. Some are fresh, still bleeding and occasionally twitching; others are ancient, covered in grave soil, mummified, or reduced to bone. More corpses, severed limbs, and disembodied heads hang on hooks around the room’s perimeter and are heaped in corners, awaiting use. Flasks and barrels contain blood, other bodily humors, and alchemical reagents used to render flesh soft and supple. Runes of necromantic magic adorn the walls, ceiling, and floor. (Neverwinter Campaign Setting)
An array of iron sarcophagi and tall vats lines two walls. Tubes protrude through the stone coffins’ sides, ready to pump fluids through the body of any creature placed within. (Neverwinter Campaign Setting)
A portion of the Thayans’ undead force is animated elsewhere, through necromantic rituals, but the bulk of the raisings occurs here. This “factory” has been designed and enchanted to raise corpses far faster and in far greater numbers than spellwork alone. (Neverwinter Campaign Setting)
Deadhold was forged in eons past when Orcus seized an astral domain and slew its residents. The demon prince then raised the slain residents as the living dead and drew the realm into the Shadowfell where he could hide it and cultivate it for future use. (P2 Demon Queen's Enclave)
Normally the spirits of the dead travel first to the Shadow fell, using it as a conduit to their final destiny. Some are claimed by the gods and carried to divine dominions, while others join the Raven Queen. A few refuse to go gracefully and become undead. (P3 Assault on Nightwyrm Fortress)
Dwarves of the Obsidian Cave rarely deal with other dwarves. preferring instead to wage a singular war against orcs, drow, and other threats to their people. When dwarves of the order die, their souls return to the Ebon Spire, where they linger as spiteful undead spirits. (Player's Option Heroes of Shadow)
Servitude in Death power. (Player's Option Heroes of Shadow)
Shackles of the Grave power. (Player's Option Heroes of Shadow)
Acererak's Apotheosis power. (Player's Option Heroes of Shadow)
No demon lord claims this layer, the Plains of Rust, and the only inhabitants are mindlessly destructive. The essence of slain devils and demons became infused with the necrotic and acidic power of the buried swamp. This mixture gave rise to baleful corrupting undead. (The Plane Below: Secrets of the Elemental Chaos)
Many evil mortals consider the Shadowfell an ideal place to create undead servants. Over the centuries, clerics of dark gods, cultists of Orcus, foul wizards, and greedy necromancers have created thousands upon thousands of undead monsters using heinous rituals. (The Shadowfell: Gloomwrought and Beyond)
Due to Acererak's magic and influence, all the living fey from the Garden of Graves, including those that have traveled to the world, have the Acererak's Slave power. (Tomb of Horrors)
Years ago, when Acererak set out to seize control of undeath, the fell energy of Moil made it the perfect base for his dark plans. Much of the city and its undead host fell under the demilich's control, and his experiments created new varieties of undead unknown outside the City that Waits. (Tomb of Horrors)
The barrier between the world and the Shadowfell is thin around Skull City (part of the reason Acererak chose this location for his tomb). A creature slain within the city has a 50 percent chance of rising in 1d6 hours as an undead of the same level under your control. The undead must be destroyed before the slain creature can be raised. (The creature can be raised normally before it rises as an undead.) (Tomb of Horrors)
Acererak's Slave power. (Tomb of Horrors)
Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition. (Underdark)
Occasional supernatural storms drag surface ships down into the Deeps slaying all aboard and trapping the crew in eternal unlife. These ghostly vessels haunt the Spire Sea, crewed by undead of all varieties. (Underdark)
When conditions are right on the oceans of the surface world a supernatural storm known as a ghost gale materializes as if from nowhere. A ghost gale creates a whirlpool that can sweep a ship through a vortex down into the sunless seas of the Deeps. Frightened sailors taken by such storms frantically ply those black waters in search of a way home, but the time they spend raiding and fishing belies the fact that they no longer require sustenance or sleep. The ghost gale slays those it carries down to the Deeps, and these lightless seas become the site of a ghost crew's afterlife. (Underdark)
Few mortal creatures swim such strange currents, but undead abound. The waters contain the bodies and spirits of creatures of the Underdark connected to water in life and chained to it in death. The stygian waters claim any waterborne beings that died with bitter words on their lips, dark thoughts in their minds, or whose heart's last beat echoed cold. (Underdark)
The Unveiling is the prosaic name that incunabula give to their interrogation process. It is "final" because living creatures subject to the process die, while dead souls and undead are destroyed (but see below). The victim gives up every piece of information he or she possesses, no matter how minor or petty. The process involves a ritual not unlike the one used by incunabula to pass inherited wrappings to young incunabula. However, unlike in that ritual the victims of the Unveiling have their organs drawn out and placed in jars even as their bodies are shrouded in funerary wrappings. The brain is the final organ to be extracted; instead of being stored in a jar it is eaten by the questioner who gains the complete knowledge possessed by the victim. The questioner has 11 hours to choose among all knowledge so gained and record it on parchment before it all fades. (Underdark)
In some cases, creatures subject to the Unveiling rise as a variety of undead, depending on the skill and intent of the questioner. (Underdark)
As agents of Vecna, incunabula rely on a dark ritual called the Unveiling to scour the memory of a recently slain corpse. Corpses corrupted by this ritual animate as skeletal undead wrapped in strands of linen. (Underdark)
The Shadowfell is the twisted reflection of the world, formed of dark creation-stuff hurled aside by the primordials as they created existence. It encompasses the realm of the dead, and its necrotic energy animates the undead. (Wizards Presents Worlds and Monsters)
Death isn’t always the end, even for creatures that have no great destiny. Aspects that make up living creatures interact to create many possibilities for continued existence, or at least the appearance of it. Through various machinations of fate or intent, a creature can remain in the world after its death as a plague on the living—or something more. (Wizards Presents Worlds and Monsters)
Sentient living creatures have a body and a soul, which is the consciousness that exists in and departs from the body when it perishes. A third element also exists: the animus, an intangible bridge between body and soul that is born and that exists with the physical form. It provides vitality and mobility for the creature, and unlike the soul, it usually remains with the body after death. (Wizards Presents Worlds and Monsters)
If given enough power, the animus can rouse the body in the absence of a soul. It might even be able to function without the body. Such power can come from necromantic magic, another corrupting supernatural influence at the place of death or interment, or the connection of the Shadowfell to a locale. Strong desires, beliefs, or emotions on the part of the deceased can also tap the magic of the world to give the animus power. (Wizards Presents Worlds and Monsters)
Most undead, even those that seem intelligent, are this sort of creature—driven to inhuman behavior by lack of governance of a soul and a hunger for life that can’t be sated. Nearly mindless undead have been infused with just enough power to give the remains mobility but little else. Sentient undead have a stronger animus that might even have access to the memories of the deceased, but such monstrosities have few or none of the capabilities they had in life. (Wizards Presents Worlds and Monsters)
The source of this necrotic energy is most often the Shadowfell. Its shadowstuff can “leak” into a dying creature as that being passes away. It can be introduced by necromancy. Or it can be siphoned into areas strongly associated with death, pooling there. (Wizards Presents Worlds and Monsters)
Like living beings, some undead still have their souls. Rituals allow this sort of transformation. A potent destiny or a mighty will sometimes enables (or forces) a creature to transcend death. (Wizards Presents Worlds and Monsters)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. Similar creatures could be created in different circumstances. (Wizards Presents Worlds and Monsters)
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways. (Wizards Presents Worlds and Monsters)
But the bold need to understand that death is not in itself evil, and that undeath takes as many forms as the dying that precedes it. (Wizards Presents Worlds and Monsters)
Death touches every corner of the D&D cosmos. Even the so-called immortals aren’t immune to its icy grasp. Where death can reach, so too can undeath. (Wizards Presents Worlds and Monsters)
The animus is the seat of animalistic desires and survival instincts, and when coupled with shadow power in the body, it can engage in inhuman behavior. (Wizards Presents Worlds and Monsters)
Shadow, necromancy, strong desires, and corruption can empower the animus to rouse a corpse. (Wizards Presents Worlds and Monsters)
Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors. (Dragon 369)
From undead spawned by his dread rituals to the descendants of those adventurers who died in the tomb, Acererak and his legend have shaped and altered countless lives. (Dragon 371)
The Shadowfell bleeds into the mortal world where Skull City stands, but the influence is not the chilling pall normally associated with such regions. Instead a conduit to a region of Darklands is not far from the City That Waits. The Darklands’ influence spills through the planar barriers, staining the mortal world with its corrupting influence, and thus Skull City and those who die here often rise as undead. (Dragon 371)
Most undead, they say, exist as a result of the continued functioning of the animus. The soul—the element that makes one an individual—is gone. (Dragon 372)
Animate Dead wizard power. (Dragon 372)
The Undying Court is full of members who have become undead. The form they practice doesn’t use the perverse magic that creates most evil undead. To these elves, undeath is a means for ancestors to share their wisdom with future generations, not a selfish means of prolonging life. (Dragon 378)
Though many of the faith’s followers are unaware of this, the Blood of Vol’s true rulers draw on the power of undeath. Lady Vol and many members of the clergy master rituals and other methods of attaining eternal life through dark magic. (Dragon 378)
Priests assure their flocks that those who live upstanding and virtuous lives find that what happens after their deaths is free from danger, but their words ring hollow. Not even they know if what they say is true or not. Indeed, many perils await the dead. Dark, hungry things wait in shadows, luring unwary travelers to their dooms, where they are used, twisted, or corrupted into frightful undead horrors. (Dragon 380)
Vengeful Dead Invoker power. (Dragon 380)
The shadar-kai did not emerge from their transformation without a price. All possessed unique talents, strange powers, and a quickness and cleverness that could exceed human limitations, though from the start, the shadar-kai also endured a dangerous sadness, emptiness, and boredom that arose from a dampening of their sensations and emotions. Surrendering to the ennui meant oblivion and the creation of twisted undead horrors, so it is in every shadar-kai’s best interest to fight against the darkness within and triumph over it. (Dragon 391)
In the earliest days of creation, when gods still walked the land alongside mortals and the Dawn War had just begun, Nerull—a clever and ruthless human wizard—became one of the first nonelves to learn arcane magic from Corellon. His newfound power soon drew him into the war against the primordials. After one particularly gruesome battle, Nerull looked over the fields filled with corpses and cursed at those who had allowed themselves to pass into death, avoiding the duty of preserving creation against annihilation. Retreating back to his study, he spent months brooding over issues of mortality and the threat of the elementals. (Dragon 427)
During this withdrawal, the mage first began his studies of the dead and their uses. He discovered that death need not be the end of a body’s usefulness, and magical energy could bestow a semblance of life upon a lifeless corpse. He further determined that such magic could bind the soul to service, either in a body or without one. Rooted in Nerull’s desire for the fallen to rejoin the war against the primordials, these discoveries became the foundation for the necromancy school of magic. (Dragon 427)
In fantasy, undeath can afflict almost anything that once lived. Some creatures choose undeath, and others have it forced on them. Some pass into undeath very soon after dying, and others might lie in their graves for centuries before rising again. An undead creature might loathe its current form or not even recognize its own passing. Someone who died during the height of an ancient empire and lay dead through centuries of downfall and social collapse—perhaps even triggered that collapse during their lifetime—would arise into a very puzzling world. (Dragon 429)
The Warwood’s gnarled trees, tangled thickets, and lonesomeness would cause anyone to think it haunted—even without its restless dead. Those who died in the brief conflict after Sir Malagant and the Sleeper in the Tomb of Dreams killed one another still linger in the forest. The battle after the generals’ deaths broke the compact they had made about their final battle, and the souls of those who died in those battles are cursed by the Raven Queen to remain in the Warwood forever. (Dungeon 155)
Hamona, a grim place that has already been terrorized by the Cult of Vecna. All the survivors in the village are missing their left hand and eye and are extremely distrustful of outsiders. The inhabitants of Hamona are also under a curse placed upon them by the cult in which they become undead creatures at nightfall. (Dungeon 158)
The fey fought the living dead, but Belos’s power was so great that he first blotted out the sun and then laid a curse upon the land. Each fallen fey sprang back up as an undead beast. (Dungeon 169)
Living spells ignore the ubiquitous undead spawned from the warriors slain on the Day of Mourning. (Dungeon 175)
It takes place in a small forest near the King’s Wall, in a long-abandoned temple dedicated to the worship of the demon prince Orcus. The temple has been given a new and dire purpose by a Chaos Shard from the great meteor. This shard radiates dark energy capable of reanimating the dead, and its power has been strengthened by the lingering evil of the demon prince’s temple. Each night, the shard fills the surrounding forest with the siren call of dark power, causing the many corpses in the Chaos Scar to stir. (Dungeon 176)
The characters should recognize the black gem around Garvus’ neck as a meteor fragment. They can learn more about its function and purpose with a DC 15 Arcana or Religion check. For each successful skill check the characters make, give them one of the following pieces of information. (Dungeon 176)
F This shard radiates staggering amounts of necromantic energy, easily enough to animate the dead within the rectory. (Dungeon 176)
F The shard’s power is likely strengthened by the lingering energy in the temple of Orcus. (Dungeon 176)
F The shard’s power, like many evil items and creatures, is stronger at night. (Dungeon 176)
F Undead may be drawn to the energy produced by the shard. (Dungeon 176)
The intense hatred and violence of that final conflict between House Madar and House Tsalaxa had an unexpected effect. It animated the dead of both houses, condemning their lifeless flesh and trapped souls to serve as eternal guardians for the vault for the rest of eternity. (Dungeon 181)
Ranala and her followers withdrew to the outskirts of the town to find a way to recover the artifact Zaspar had stolen. Instead, they learned that the cultist had already unlocked its magic and used it to siphon energy from the townsfolk to perform some unspeakable ritual involving his wife and his ‘child’. The magic from the now-corrupted relic not only stole life from the people but infected them with a vile disease—when they died, they rose soon after as undead. Worse, anyone who entered the town risked being exposed to the blight. (Dungeon 186)
Weeks ago, the vampire lich Magroth opened the way into the buried City of the Dead. There, he attempted to complete a ritual to raise the undead hordes and restore Andok Sur to its former glory. Thanks to the intervention of a group of adventurers and an agent of the Raven Queen, Magroth failed. However, the magic he did unleash awakened some of those interred within the buried necropolis. (Dungeon 187)
When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray. (Dungeon 190)
With her health and mental stability eroding, Khaela resorted to necromancy. After drinking from a dark cup called the Bleak Grail, she entered undeath. Unfortunately for the rest of Khalusk, because Khaela’s magic was inextricably tied to the city and its populace, the effects were felt by all. Within a single hour, every living creature in Khalusk died. Three days later, they rose again, undead. (Dungeon 191)
A population of undead fish and other aquatic creatures swim the chill sea (nothing escaped the necromantic effects of the Bleak Grail). (Dungeon 191)
Reanimation Doorway trap. (Dungeon 201)
Talther Yorn instructed Grygori to steal bones from the Baron’s Hill cemetery on moonless nights over the course of several months. The necromancer has been grinding the bones to a fine powder, which he combines with other ingredients to create a necrotic admixture that transforms living creatures into undead horrors. He has been testing this foul concoction on assorted animals, a few wayward travelers, and a mob of goblin underlings. (Dungeon 211)
In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
As they battle the mercenaries in Ghere Thau, the characters notice that some of the enemies immediately rise as undead (often wights) when they fall. (Dungeon 218)
Characters who befriend (or interrogate) the more knowledgeable mercenaries learn the truth: the spirits of the dead soldiers lingered on the battlefield in Ghere Thau after death, and they desperately merge with the recently slain, trying to return to life. (Dungeon 218)
Karlerren’s undead army and the knights of Argramos were bitter foes in battle, but after death the knights of Argramos have become undead—even if they don’t realize it. The fading energy of Karlerren’s desperate necromancy persists, preventing the souls of the fallen from moving on from Ghere Thau. (Dungeon 218)
Those souls are invisible, intangible, and unreachable most of the time, and they aren’t strong enough to spontaneously rise as undead such as wraiths or specters. But if someone else dies nearby, the trapped soul can combine with the recently deceased—a phenomenon that Zarudu, a foulspawn seer working with the mercenaries, calls “soulmerging.” (Dungeon 218)
The soulmerged spirit manifests as an undead (each encounter specifies what sort of undead rises) 1 round after the soulmerge occurs, and the creature is hostile to the characters. The power of the creature before it died doesn’t matter; a lowly minion can become a challenging undead foe 1 round later. (Dungeon 218)
After it rises from death, the soulmerged undead draws necromantic power from the trapped soul but retains the motivation and basic personality of the recently deceased. Thus the new undead attack the characters, not any former allies who are still living. (See the “If a Character Dies” sidebar for what might happen to a dead character.) (Dungeon 218)
Zarudu hasn’t figured out why some deaths in Ghere Thau result in spontaneous undead creation, but others don’t. He doesn’t realize that the trapped souls (mostly knights of Argramos) were proud in life, and even after death merge only with Medium humanoids—creatures whose forms are familiar to them. The ettins, ogres, and more unusual members of Trask’s mercenary company won’t soulmerge after death. (Dungeon 218)
✦The undead are rising because the souls of the knights in Ghere Thau weren’t buried properly and seek new bodies (somewhat true; Karlerren’s necromancy is another major factor). Zarudu calls the process “soulmerging.” (Dungeon 218)
✦✦The souls in Ghere Thau seem to be somewhat picky about the bodies they claim. They won’t inhabit an ogre or an animal (somewhat true; they inhabit only Medium humanoids). (Dungeon 218)
✦✦The undead in Ghere Thau keep the motivations and personality they had in life . . . at first. After about an hour, they start to talk more like knights of Argramos for brief moments, then descend into unintelligible madness. (Dungeon 218)
✦✦Some undead in Ghere Thau seem wight-like, while others are more like mummies, and Zarudu can’t figure out why. Unless he sees a vampire rise in this room, Zarudu doesn’t know that’s possible. (Dungeon 218)
Before the time of man, when the war with the dark forces of Ixindar was sweeping the planet, a group of corrupted rebels created a land that refused to follow either path. They embraced the negative energy of Ixindar but believed it could be controlled to convert all life to death and that death was the true gateway to everlasting power. Within these insurgents formed the initial lords of decay, the ghu-lath (creatures of darkness that have gone by dozens of names throughout human history). They created armies of mindless undead and forged a kingdom to call their own. (Amethyst: Foundations)
As often as not, a disaster that creates the living tear or living catastrophe also creates a large number of undead; the only creatures that can truly tolerate the aura of pain and grief generated by the ooze-like horrors. (Blackdirge's Dungeon Denizens)
Black skull spiders are infused with negative energy, and may animate and control a limited amount of undead. (Blessed by Poison)
One of these magic items included an ebony cauldron capable of spawning undead under the control of whoever’s blood was spilled during the animation ritual. (Dungeon Crawl Classics 56 Scion of Punjar)
Fearing that their position would come under threat should the Lama die, his closest and most powerful followers sought a ritual that would enable the Lama’s spirit to transcend and become an immortal force. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The conspirators sought far and wide for a source of immortality, but the only answers came from the dark arts of necromancy. However, one of the Lama’s followers believed he had found a way to control the dark magical forces without being corrupted by them. Fortified by this belief, they began their dark rituals while the Lama lay in his deathbed. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Their plan might have worked. The ritual might have contained the corrupting influence. But necromancy is not an art to be trifled with, and it exacted a price. The ritual failed, and the dark energies fed off the magical forces designed to contain them. There was an explosion of blackness over the entire valley, and when the cloud settled, the followers realized what they had done, for now they were all cursed to the eternal torment of undeath. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The evil force that overwhelmed the shrine was one of corruption not destruction. Rather than destroy those too weak to resist, it infused them with fragments of its own essence and transformed them into powerful undying servants, devoted to its goals. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
The custodians of the vault slain by Shar-Thom so many years ago have returned as undead, their spirits unable to escape the pull of the Codex and are bound within the vault until the book is destroyed. (Dungeon Crawl Classics #64: Codex of the Damned)
Orcus, the former servant of Nerull was now using to rise to power. It was obvious what the demon prince ambitions were. He had always coveted her throne. If he were to succeed, the world of the living would be a true nightmare. The borders between life and death would disappear. No mortal soul would ever reach the heavens and the homes of the gods. They would be doomed to an eternal life of undeath in a world of terror and hunger for living flesh. (E1 Orcus Conversion)
The Shadowfell is a twisted reflection of the living world, and its necrotic energies animates the undead. (H2 Conversion)
In the Palace of Zaamdul he found what he had heard tales about in ancient tombs – the demonic machine that the minotaur high-priest Tzaruum’ze had created to be able to open a gigantic rift into the Shadowfell. He is in the process of restoring the machine that was damaged but not destroyed by the minotaur zealots of the Shrine of Baphomet. When activated, it will give him full control of all of the bronze warders within the mountain, and yet again will the Song of Breaking be heard within the Tunderspire Mountain. Their song will open the gates of the Sea of Shadow to flood the surrounding lands in darkness and undeath. Any army of undead will be raised from this flood wave of necrotic shadow water, of a size unheard of in modern times. (H2 Conversion)
As the goddess died, so did her realm and everything around you. Your Master channeled it into the Shadowfell where he could hide it and you were given the task to cultivate it for future use. Together, your master weak from the effort, you channeled the dark energies of the Shadowfell to raise the slain residents as the living dead. (H3 Conversion)
Dissected corpses, bubbling solutions, and half-finished constructs all compete for space here. Urzana uses the lab to create undead and fellforged and refine the gold fever plague into ever more virulent strains. (Halls of the Mountain King)
Brandobians bury their dead face down or cut off a foot to prevent the dead from rising as undead. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The Harvesters know that through their actions and devotion to the King of the Undead they will be rewarded at death by being granted undead status. The number and strength of the souls that a cleric takes directly reflect on his future undead status and dying while attempting to take a soul is said to grant automatic undeath. However, many clerics fear dying before harvesting enough souls and thus attaining only zombie status. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Due to some ancient rite granted by the Ghoul King, they create undead slaves to serves as beasts of burden that they can devour later. (Medieval Bestiary: Anthropophagi)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Orcus Game Master's Guide)
Created from a dead body. (Orcus Game Master's Guide)
Created from a dead spirit or soul. (Orcus Game Master's Guide)
Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. (Orcus Rulebook)
Created from a dead body. (Orcus Rulebook)
Created from a dead spirit or soul. (Orcus Rulebook)
Automatons are creatures made of animated matter, whether that is animated elements (elementals), corpses (undead) or plant matter (plants). (Orcus Rulebook)
When the Tower of Zoramadria was moved across the Underdark through the ritual, the life force of many of its inhabitants was drained off to power that ritual. Many of Zoramadria’s students that escaped permanent destruction did so only by embracing undeath. (P2 Conversion)
“… She collapsed the space around her tower, transferring it and all her students in one fell swoop to a far corner of the Underdark. But the strain was to great – I tried to help her but I was not strong enough. As the Tower was moved across the Underdark through the ritual, the life force of all of its inhabitants was drained off to power the ritual. Zoramadria saved us from permanent destruction – but at the cost of all of us embracing undeath. Zoramadria did not make it, the strain of the ritual was too much, and her soul shattered. All that remains is her empty husk. A corpse bereft of its soul – tricked even from unlife.” (P2 Conversion)
"I would not walk the city streets after night. There are rumors of undead prowling the streets in the night. Some claim it is the old House of Barrowmore that are growing in influence, but I am not so sure. I think it is some dark power trying to wake the dead in the Graveyard." (P3 Conversion)
Rumor suggests that the Ebon Riders are dedicated to evil gods. Numerous leaders among them [are] undead-possibly even Mauglurien-and the knights and mounts of the group are known to reanimate as undead after falling on the battlefield. (P3 Conversion)
The Barrowmeres have been creating and storing undead beneath the manor grounds for centuries. (P3 Conversion)
No trees of any recognizable family grow inside the Elemental Plateau, and the fallen simply rise as undead in almost no time. This latter situation may show a closer connection to the underrealm instead, but historians are torn as to whether, in fact, both the overwhelming presence and the lack of any presence of the underrealm has the same net effect on the environment. (Pnumadesi Player's Companion)
The summoner learns to harness the necrotic energy necessary to speak with and create the undead. (Secrets of Necromancy)
The dread summoner is a necromancer who has perfected the art of summoning unholy entities from beyond, or raising new undead from corpses both fresh and ancient. (Secrets of Necromancy)
Create Undead ritual. (Secrets of Necromancy)
Greater Curse of Unlife ritual. (Secrets of Necromancy)
Ring of Undeath magic item. (Secrets of Necromancy)
Any who are of sufficiently evil bent may serve Shaligon. Her promise is that all who serve and obey will live for eternity. This is true; any worshiper of Shaligon will automatically return as an undead being a fortnight after death, if they are worthy. (The Realms of Chirak)
The Iron family has a secret history, too, which says that when the last true blood ruler of Grand Mercurios (Shyvoltz XI) fell to the blade of the first Iron Dukas, he cursed them. The curse comes in the form of madness and a form of corrupting lycanthropy in which the man becomes beast, and eventually, after death, a horrible undead monstrosity. The first Iron Dukas was interred in a great Tower of Rust in the Dreamwood. After that, other children of clan Dukas were given over to a secret order when they displayed the curse. Only one son in a generation of Dukas’s will manifest, and it is never known which son. To compensate, the Dukas family has always been prolific. Iron (the fifth) currently has four sisters and five brothers, for example. (The Realms of Chirak)
The Shokoztoni are strong practitioners of Blood Magic, and their elder shamans of their tribes are known to have venerable huts walled with the decorated skulls of their ancestors. A curious side effect of this worship is that many undead found in the region are headless beings (headless skeletons, zombies, etc), corpses usually animated by lesser spirits conjured up by the blood mages. (The Realms of Chirak)
Xoxtocharit are known to worship the so-called 113 divine lawgivers, or demon gods as they are known to outsiders. These entities are a mysterious collection of beings who appear to most foreigners to be demons, soldiers and generals of the old chaos armies from the time of the Apocalypse, thousandspawn, or worse. The Xoxtocharit see them as the only divine presence left worth worshipping. It is said that the opportunity for rebirth as a demonic entity is made available to the truly devout, and the chance at a return to life (usually a form of undeath) is an even greater reward. (The Realms of Chirak)
Minhauros’ Flesh: This flesh can reanimate anything into the undead. (The Realms of Chirak)
Inside, the heroes find that the castle is now overrun by undead, animated by a strange fiery rip in the fabric of the planes. (War of the Burning Sky 4e Campaign Guide)
But somehow the assassins sabotaged the Torch’s power, and when they vanished, they left behind a rift in the fabric of reality, an impossible connection of the Astral Plane and the Elemental Chaos. Within moments the castle and miles around it was engulfed in flames, and all those slain by the blaze were infused with necromantic energy, soon to rise as undead. Now, the firestorm created by the rift drifts for miles in every direction, raining liquid flame upon the land, turning anything it slays into undead. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Now, with the wind at their backs, the heroes set out for Castle Korstull, a canyon fortress where Emperor Drakus Coaltongue was slain, and where it is believed the Torch of the Burning Sky may lie. An endless firestorm wracks the surrounding lands, animating as undead all who die to its falling flames, including all those who defended the castle that was to be the emperor’s final conquest. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Although nearly all of the undead within Castle Korstull will fight to the death, they might choose to capture the heroes if they defeat them. Captives are taken to the Dark Pyre to be animated as undead minions in Griiat’s personal army. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
When the initial firestorm struck and the Dark Pyre was created, the courtyard just outside the castle, it animated both Ragesian soldiers and Sindairese prisoners. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
The Dark Pyre: Any living creature starting its turn in this room takes 5 fire and necrotic damage. Falling into or starting a turn in the Dark Pyre does 5d6+9 fire and necrotic damage and 10 ongoing fire and necrotic damage. The target must succeed a DC 25 Constitution check or become immobilized until the end of its next turn. Once killed by the pyre, the hero will rise as an undead creature after a number of days equal to half his level. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Xavious will keep the heroes informed of what’s going on, and by the time the heroes are able to get out of the prison, the Resistance army will be almost to the fortress, being in the grip of battle now with an army of undead created from the warriors slain by Pilus’s airship. (War of the Burning Sky 4e 8 O, Wintry Song of Agony)
The other gods did not take well to her arrival, especially when she began to cull their growing flocks. Although the King of Beasts saw no harm in what she was tasked to do, Mersmerro and Praxious despised her role – instead wanting their creations to last forever. The War of Creation saw their faiths clash terribly and the two more powerful gods inflicted terrible losses upon the Queen of Darkness. Her living worshippers suffered terribly and Mortessal made a hard choice in order to replenish her defenders – she brought Undeath to Nuera. Her ranks of minions exploded with the risen warriors taken from all over the world and soon her attackers were buffeted back. It was a terrible price this world had to pay; she placed the undead in her reign and forced all of Nuera to weather them for the rest of time. (Wraith Recon: Enemies Within)
Of course, this simple blessing would be of no protection against powerful necromantic magics like the ones taught regularly by the cults of Mortessal – or the dark rites that had to be called upon to create the dracolich that ravaged the eastern borders. (Wraith Recon: Enemies Within)
The undead rising up in the wake of the Lornish minions are not of Mortessal’s creation; they come from another dark source and her Circle sees them as a challenge to her authority. (Wraith Recon: Enemies Within)
The mysterious group operated out of Cauldron Hill, a cursed mountain that loomed over the city – or more accurately the mountain’s analogue in the Bleak Gate, that dark reflection of the world from which undead horrors are born. (Zeitgeist 12 The Grinding Gears of Heaven)
Nicodemus learned how to recreate the magic that let him survive after his body was destroyed. In the following centuries, on rare occasions he has used this power to let loyal allies endure as spirits, forming a council of ghostly philosophers, scientists, and other wise men. (Zeitgeist Act One The Investigation Begins)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
The mysterious group operated out of Cauldron Hill, a cursed mountain that loomed over the city – or more accurately the mountain’s analogue in the Bleak Gate, that dark reflection of the world from which undead horrors are born. (Zeitgeist Act Three The Age of Reason)
After the Great Malice, the Clergy fell into disarray for years, and those responsible for maintaining the vault had more pressing issues. They sealed it, tried to erase knowledge of it, and used their divine power to compel all those who had drowned in the rocky seas nearby to rise up and slay any intruders. (Zeitgeist Add-On Crypta Hereticarum)
Nicodemus learned how to recreate the magic that let him survive after his body was destroyed. In the following centuries, on rare occasions he has used this power to let loyal allies endure as spirits, forming a council of ghostly philosophers, scientists, and other wise men. (Zeitgeist Adventure Path Extended Campaign Guide)
Nearly every mortal fears death – it is natural to do so – but all mortal beings may rightly fear the dead: for the dead do not always remain at rest. When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. It is commonly believed that it was she who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality. (Level Up #2)
But where Soleth promises only peaceful repose for those who die, Lady Dissolution offers continuance in the physical or incorporeal world and eternal vitality in undeath. (Level Up #2)
While most undead have come into their existences by the administrations of Lasheeva or her servants, only some varieties have a well-defined place in the hierarchy. (Level Up #2)
Create Undead Ritual. (Forgotten Heroes: Scythe and Shroud)
Mistwatch Blight disease. (Dungeon 186)
10th-Level Soulless Rogue: See Soulless Rogue 10th-Level.
15th-Level Soulless Rogue: See Soulless Rogue 15th-Level.
25th-Level Fighter Death Knight: See Death Knight 25th-Level Fighter.
Abandoned Spirit: The abandoned spirit is the tortured soul of Antonio Peris, a rogue who had to make a hasty escape from the city but not without his love Anabel, daughter of a local merchant. Peris, familiar with the cesspools due to his time spent affiliated with a group of bandits, planned to fake his own death and escape with his love to start a new life in a different city. He cornered himself into a building with city muscle outside of the door and set fire to the building, dropping through the trapdoor into the forgotten room. (Lands of Darkness 2 Cesspools of Arnac)
He entrusted Anabel with the key to the room and instructions where the find the door. Everything would have gone according to plan if only Anabel had not gotten hopelessly lost and frightened in the cesspools, wandering into the domain of the reanimator. (Lands of Darkness 2 Cesspools of Arnac)
Abhorrent Reaper: See Reaper Abhorrent.
Abnormality Vile: See Vile Abnormality.
Aboleth Overseer Lich: See Lich Aboleth Overseer.
Abomination: AGELESS THOUGH THEY ARE, IMMORTALS CAN DIE, and when they do, some return as twisted remnants of what they once were. Most abominations were created as weapons in the war between the gods and the primordials, but a scarce few have arisen spontaneously out of the chaotic forces of the universe. (Open Grave Secrets of the Undead)
Abomination Discord Incarnate: AT THE DAWN OF CREATION, mighty couatls—winged serpents of purity and virtue—strove to bind evil elementals and fiends. The titanic spiritual struggle sometimes resulted in the death of both entities and brought about a terrible fusion of body and spirit. From these morbid unions arose discord incarnates—perverse abominations bent on wanton destruction. (Open Grave Secrets of the Undead)
Discord incarnates arose during the cosmic war between the gods and the primordials. (Open Grave Secrets of the Undead)
Scholars speculate that a discord incarnate spontaneously arises from the clash of two powerful, opposing forces—a powerful demon and a couatl. Some experts suggest that the profane union is the work of a now-forgotten god or primordial that saw benefit in the creation of the twisted monstrosities. (Open Grave Secrets of the Undead)
Abomination Malediction: The primordials originally created maledictions in the Dawn War by mixing the mental agonies of gods felled by psychic assault with elemental fury. (The Plane Above: Secrets of the Astral Sea)
Abomination Rotvine Defiler: A profane vestige of a powerful immortal devoted to fertility, the rotvine defiler seeks to destroy that which it has lost—life. (Open Grave Secrets of the Undead)
A rotvine defiler is the profane remnant of an immortal devoted to nature or agriculture. The corrupted immortals were slain and sealed under the ground, where the seeds of evil caused them to return to life and outwardly manifest their malevolence. (Open Grave Secrets of the Undead)
A rotvine defiler arises when a creature makes a sacrifice over the monster’s earthly tomb, breaking the seals containing it. The creature usually retains none of its original intelligence or memories. (Open Grave Secrets of the Undead)
Abomination Skinless Undead: See Flayed Horror, Hideous Undead That Look Like a Flayed Animated Corpse, Humanoid Whose Skin Has Been Flayed Off, Skinless Undead Abomination.
Abomination Terrifying Undead: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Abomination Undead: See Undead Abomination.
Abomination Undead: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Abomination Undead Skinless: See Flayed Horror, Hideous Undead That Look Like a Flayed Animated Corpse, Humanoid Whose Skin Has Been Flayed Off, Skinless Undead Abomination.
Abomination Undead Terrifying: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Absalom: Absalom was born human. He was selected as Dregoth’s new high priest after Giustenal’s fall. He was among the first survivors the undead sorcerer-king transformed into dray. After transfiguring Absalom, Dregoth slew his high priest and raised him as an undead servitor. (Dark Sun Creature Catalog)
Abyssal Ghoul: See Ghoul Abyssal.
Abyssal Madness Ghoul: See Ghoul Abyssal Madness.
Abyssal Mummy: See Mummy Abyssal.
Abyssal Plague Animated Corpse: The lowest form of the Abyssal plague can infect fresh humanoid corpses, resulting in ferocious hordes of reanimated dead bent on slaying every living creature in their path. (Dungeon 192)
Exposed to the strange transformative powers of the Abyssal plague, a reanimated corpse attacks with a mindless ferocity, attempting to destroy any living creature in its path. (Dungeon 192)
The animated corpse is driven by the malevolent will of the Chained God. (Dungeon 192)
Abyssal Rotfiend: See Demon Abyssal Rotfiend.
Abyssal Rotlord: See Demon Abyssal Rotlord.
Accipitridae: See Undead Aviary Accipitridae.
Accursed: See Specter Fire, The Accursed.
Accursed Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Acererak: See Lich, Acererak.
Acererak: See Lich Demilich, Acererak, The Devourer.
Acererak Construct: See Lich Demilich Acererak Construct.
Acererak God-Golem: ?
Acid Shambler Ghoul: See Ghoul Acid Shambler.
Acolyte of the Toad: ?
Adept of Orcus: See Ghoul Adept of Orcus.
Adrian Icehaunt Reginold: See Barrowhaunt, Adrian Icehaunt Reginold.
Adult Black Dragon Lich: See Lich Dragon Black Adult.
Adult Breath Dragon: See Breath Dragon Adult.
Adult Dragon Black Lich: See Lich Dragon Black Adult.
Advanced Ghoul: See Ghoul Advanced.
Advanced Specter: See Specter Advanced.
Advanced Wraith: See Wraith Advanced.
Advanced Zombie: See Zombie Advanced Zombie.
Advisor Former: See Specter Grell, Former Advisor.
Adze: Shapechanging maggots, adze are elemental creatures attracted to carrion, filth and gore (and through association undead) by natural instincts. But after feeding upon undead flesh and blood they become forever tainted by the experience, thereafter only gain sustenance preying upon the living. (Vampire Bestiary – Mountain of the Cannibal God)
Adze Firefly Swarm: ?
Adze Lightning Bug Swarm: ?
Adze Thunder Hornet Swarm: ?
Agera of the Shadow Face: When Agera of the Shadow Face won the battle against her fellows, she retreated to the vault chamber and lay down to “sleep” with the Wrathstone around her neck. Decades later, Agera yet sleeps, though her body died long ago. Her mind, however, is tied to the Wrathstone. If this chamber is invaded, Agera awakens to defend it, as insane as ever. (Dungeon 169)
Ahmidarius: See Dracolich, Ahmidarius.
Akartos Dinsur of Vanholm: See Vampire Lord, Akartos Dinsur of Vanholm.
Akti, Ghovran: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Alagon: See Revenant Ranger, Alagon.
Alathar Balefrost: See Lich Half-Elf, Alathar Balefrost.
Algagor: See Beholder Undead Eye Tyrant, Algagor.
Alhoon Lich: See Lich Alhoon.
Alley Reaper Specter: See Specter Alley Reaper.
Ally Former, Vard, Founder of Vardar, King of All Trolls, Troll King of Old, True King of All Trolls: See Undead Troll King, Former Ally, Immense Troll, Vard, Founder of Vardar, King of All Trolls, Troll King of Old, True King of All Trolls.
Alocka: See Vampire Caliban, Alocka.
Alwar Thornwhistle: See Ghoul, Alwar Thornwhistle.
Amielle Latimer: See Ghost, Amielle Latimer.
Amiquitli, Thirsty Grandmother: Before the gods brought low the stone city, terrible things happened there. Even so, there was one who stirred the evil priests to wrath: the Thirsty Grandmother. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
An ancient woman, she opened the veins of infants to lick their salt. So much did she hunger for the salt, she attacked a sea-devil and licked his wounds. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
She was brought to the priests, who cursed her to live on nothing but salt, and Thirsty Grandmother was sent to a barren island with nothing to eat or drink but seawater. Strong braves and sharks kept her on the island, and she had not tools to fish with, so she gnawed her wrists open and drank of herself.
She was buried on her island . . . but she was not dead. And she still thirsts for all our salt, and one day she will come to drink it. (Dungeon Crawl Classics 55 Isle of the Sea Drake)
Anabraxis the Black Talon: See Dracolich Runescribed, Anabraxis the Black Talon.
Anarus Kalton: See Ghost, Anarus Kalton.
Ancient Breath Dragon: See Breath Dragon Ancient.
Ancient Ghost: See Ghost Ancient.
Ancient Mummy: See Mummy Ancient.
Ancient Mummy Brawler: See Mummy Ancient Brawler.
Ancient Mummy Spellcaster: See Mummy Ancient Spellcaster.
Ancient Mummy Warrior: See Mummy Ancient Warrior.
Ancient Tomb Mote: See Deathtritus Ancient Tomb Mote.
Ancient Ziggurat Mummy: See Mummy Ancient Ziggurat.
Ander Folthwaite: See Ghost Gnome Sorcerer 16, Ander Folthwaite.
Angel Corpse Animated With Demon Soul: Beneath the keep, also contained within the maze that can lead into the Elemental Chaos, Dantus keeps a group of monstrosities: corpses of angels animated with the souls of demons, and vice versa. The nature of the undead spirits has warped the dead, immortal flesh they wear, and they are one of Kaius Dantus’s ongoing experiments. Some are mad, and some have displayed powers not seen in either breed of creature alone. (Dungeon 177)
Angel of Valorous Death: Kaius has turned legions of angels into shadows of their former selves in an effort to perfect the process. (Dungeon 177)
Angel of Eternal Protection: An angel of protection brought to death and back again, the angel of eternal protection is an effective personal guardian. (Dungeon 177)
Animal Undead: See Undead Animal.
Animate Skeleton: See Skeleton, Animate Skeleton.
Animated Mummy of a Courtesan Slave: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Animated Skeleton: See Skeleton Animated.
Animated Skeleton: See Skeleton Warrior, Animated Skeleton.
Anja Silvermane: See Ghoul, Anja Silvermane.
Apparition Fearsome, Ghostly Form, Specter: ?
Apparition Ghostly: See Ghostly Apparition.
Apparition Ghostly White: See Spectral Custodian, Ghostly White Apparition, Homicidal Undead, Undead Shade.
Apparition White Ghostly: See Spectral Custodian, Ghostly White Apparition, Homicidal Undead, Undead Shade.
Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Arantor: See Undead Dragon Silver Dark Lord of Monadhan, Arantor.
Araska, Kinita: See Vampire, Kinita Araska.
Arath Nightcaller: ?
Arcanashade: Arcanashades are spirits formed from arcane spellcasters whose bodies are consumed by magic. (Dungeon Crawl Classics #64: Codex of the Damned)
Arcanashade, Malicious Creature, Robed Figure, Spirit: ?
Arcanian: TO GAIN THEIR ARCANE POWERS, warlocks traffic with otherworldly entities, and sorcerers draw on the power of ancient bloodlines. Wizards, in contrast, must endure years of apprenticeship and toil, because their arcane knowledge is the reward of diligence. Yet not every inexperienced wizard is willing to wait. (Monster Manual 3)
Experiments that require arcane energy beyond a spellcaster’s ability typically end with an impotent sputter. At rare times, a spell surges with wild energy and obliterates its caster, leaving a messy warning to other wizards. (Monster Manual 3)
Once in a great while, though, something truly horrid comes to pass. In a vain attempt to master power beyond his or her control, a wizard absorbs too much raw energy, which warps the caster’s personality and memory and kills his or her body. A spark of life remains, though, and the spell, or at least its essence, animates the caster’s corpse and gives it new purpose as an arcanian. (Monster Manual 3)
When raw arcane energy kills a wizard, the power sometimes animates the corpse and gives birth to an arcanian. Empowered with a will and a vessel, an arcanian is driven along a path etched by the dying impulses of the wizard. Red arcanians entertain impassioned fiery desires, blue arcanians try to preserve life in frozen perfection, and green arcanians despise physical beauty. Other arcanians might also exist, the warped products of failed spells using lightning, thunder, or necrotic energy. (Monster Manual 3)
When they reached the lolfura estate, the family's members unleashed a storm of elemental ice and fire. Although it slew their enemies, it consumed the nobles as well. Death was not the end, though-they soon arose as arcanians, undead cursed to constantly burn and freeze. (Vor Rukoth)
Arcanian Blue: Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit. (Dungeon 189)
The blue arcanian represents the wizard who slew Morrn, and was slain by him, in the bout that cost Morrn his life. (Dungeon 189)
Arcanian Blue, Vandomar: In his last attempt to revive Elaida, he unleashed a mighty spell that simultaneously animated her corpse as a flesh golem and transformed him into an undead monster-an arcanian that still haunts the upper level of his tower. (Madness at Gardmore Abbey)
The blue arcanian was created when the wizard Vandomar reached for power beyond his means in his attempt to resurrect the paladin Elaida, who perished in the siege of Gardmore. The wizard's ritual succeeded only in animating a golem, destroying Vandomar in the process. (Madness at Gardmore Abbey)
Arcanian Green: In the central chamber of the laboratory level is a green arcanian; a corpse that Yarnath animated with a defiling acid spell. (Dungeon 183)
Arcanian Red: ?
Arcanian Red Apprentice: In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
Archlich: See Lich Archlich.
Archlich, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Archlich of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Archwraith: See Wraith Archwraith.
Argent Haunt Ghost: See Ghost Argent Haunt.
Asanbosam: See Vampire Asanbosam, Tree Vampire.
Ash Guardian: An ash guardian is a creature of dust, earth, and ash created when soil is fouled with the remains of innocent victims burned en masse. The angry spirits of the slain infest the earth itself with an unimaginable thirst for revenge, ultimately congealing into a single entity capable only of hate and evil. (Blackdirge's Dungeon Denizens)
An ash guardian is a creature filled with dark energy of the Shadowfell. It is a terrible amalgamation of many tortured souls, their deaths combined into a single note of shrieking anger and pain. (Blackdirge's Dungeon Denizens)
Ash Remnant: They are the last vestiges of those who failed to escape the mist. (Eberron Campaign Guide)
Ash remnants are thought to be the final victims of the Mourning, the last remains of those who perished at the boundaries of the Mournland when it was created. They are animated by raw hatred and despair, constantly reliving the terror of the Mourning in the shattered remnants of their minds. (Eberron Campaign Guide)
Ash Zombie: See Zombie Ash.
Ashardalon's Heart: Remnants of the cult survived this disaster, and it reconstituted itself around a relic of its dragon liege: Ashardalon’s heart. With a magic born of equal parts skill, faith, and desperation, the cultists rekindled the heart—but not to life. The ritual infused it with the energy of the Shadowfell and transformed it, reborn in undead darkness, into the center of faith and necromantic power for the cult. (Draconomicon I Chromatic Dragons)
Ashen Crawler: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ashen Soul, Avor Firesworn: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ashgaunt: See Wight Ashgaunt.
Ashurta: See Wight Hobgoblin, Ashurta.
Aspect of Nerull: See Nerull Aspect of Nerull.
Aspect of Vecna: See Vecna Aspect of Vecna.
Assassin: See Zombie Juju, Assassin.
Astur Jyp DiCarlo: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Aswang: See Wight Bone, Aswang.
Atropal: Atropals are unfinished godlings that had enough of a divine spark to rise as undead. (Monster Manual)
Atropus, The World Born Dead, A vast primordial of undeath, spawner of the atropals. (Player's Option Heroes of the Elemental Chaos)
Atropal, Harrowzau the God Swallower: ?
Atropal, Harrowzau the Unborn: ?
Atropal Deathscreamer: The birth of a deity is a rare event, and a delicate matter that requires the precise balance of stupendous forces. If anything goes awry, the result is a monstrosity: an undead husk animated by residual divine energy, thirsting for the power it never attained. (Dungeon 203)
Attic Whisperer: An attic whisperer spawns as the result of a lonely or neglected child’s death. Rather than animating the body of the dead youth, the creature rises from an amalgam of old toys, clothing, dust, and other objects associated with the departed—icons of the child’s neglect. The widely varying materials that fuse together to form these creatures lead to attic whisperers with vastly different appearances. Attic whisperers linger in the places where they were formed, typically old homes, orphanages, schools, debtors’ prisons, workhouses, and similar places where children might be discarded. When an attic whisperer first forms, it does so without a skull—this does not impact the creature’s abilities in any way, but it usually seeks out a small animal’s skull as a form of decoration soon after it manifests. (Reign of Winter 2 The Shackled Hut 4th Edition Conversion)
Attic Whisperer, Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Secondary Guardian, Spy, Evija: ?
Attic Whisperer, Evija: See Attic Whisperer, Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Secondary Guardian, Spy, Evija.
Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head: ?
Aubree: See Ghost Raaig, Aubree.
Augmented Skeleton: See Skeleton Augmented.
Augmented Zombie: See Zombie Augmented.
Augustus: See Ghoul Devil-Infused, Augustus.
Aunt, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Aurana Kiirodel: See Vampire Unique, Aurana Kiirodel.
Automaton Strange: See Guardian Doll, Construct, Strange Automaton, Strange Doll.
Autumn Shan'ree: See Shan'ree Autumn Shan'ree.
Avaricious Viceling: See Viceling Avaricious.
Aviary Undead: See Undead Aviary.
Avor Firesworn: See Ashen Soul, Avor Firesworn.
Awakened Shadow God: If the god is awakened, then the PCs are (usually) obliged to stop it if it is evil. Even if it was the shade of a good god that was resurrected, perhaps even by the PCs themselves, they will quickly discover that this is really an undead shadow of its former self, and the shade must still be stopped as it begins to go mad. (The Realms of Chirak)
A vile shade of darkness has returned, an undead god. (The Realms of Chirak)
Awakening Skeleton: See Skeleton Awakening.
Ayocuan: See Wight, Ayocuan.
Az'Al'Bant: See Wight Deathlock, Az'Al'Bant.
Azran the Undying: See Lich, Azran the Undying.
Azrol Tharn: See Vampire Dwarf, Azrol Tharn.
Baelnorn Lich: See Lich Baelnorn.
Baldos Grimehammer: See Barrowhaunt, Baldos Grimehammer.
Baldrik Ostov: See Death Knight, Baldrik Ostov.
Balefrost, Alathar: See Lich Half-Elf, Alathar Balefrost.
Balor Husk: See Demon Balor Husk.
Balthrad: See Ghoul Abyssal, Balthrad.
Banshee: See Ghost Wailing, Banshee.
Bansihsar: See Vampire Lamia Wolven Warlord, Bansihsar.
Baphomes: ?
Barbarian Ghost: See Ghost Barbarian.
Barren Lands Apparition: These eight spectral shapes are the shades of orcs and dwarves. (War of Everlasting Darkness)
Barrowhaunt: The Barrowhaunts are a group of five former adventurers bound to the lands surrounding the Sword Barrow. Their deeds in life are seldom recollected, and no one is truly sure why their spirits have never been laid to rest. Now they savagely attack any who enter the lands of their trust. Many rumors exist about the exact nature of their curse; one common legend suggests that they sought to plunder the Sword Barrow and evoked the wrath of a warlord entombed within. The warlord’s spirit called to the native hill folk in the area, who marched to the Sword Barrow to confront the adventurers and reclaim the warlord’s treasures. The adventurers, rather than relinquish their trove, slaughtered the hill folk. A dying elder placed a curse on the adventurers’ souls, binding them to the land for all of eternity. (Monster Vault Threats to the Nentir Vale)
At first, the elder’s curse seemed empty and hollow, but every time the adventurers left the Gray Downs to sell their hard-won loot, they could not help but return to the hills in search of even greater treasures. Eventually, their greed surpassed their skill. Descending deeper into the Sword Barrow than they’d ever gone before, the adventurers fell prey, one by one, to horrid monsters and insidious traps. Though cursed to haunt the Gray Downs and guard “their” barrows from other would-be pillagers, they still seek out treasures and relics for themselves. The spoils of their exploits are stashed in an ancient crypt deep within the Sword Barrow. Their motive for collecting such worldly possessions isn’t clear, but some believe they are forced to sate their everlasting yearning for adventure and exploration. (Monster Vault Threats to the Nentir Vale)
Barrowhaunt, Adrian Icehaunt Reginold: ?
Barrowhaunt, Baldos Grimehammer: ?
Barrowhaunt, Cassian d’Cherevan: ?
Barrowhaunt, Joplin the Sly: ?
Barrowhaunt, Uthelyn the Mad: ?
Barrowhaunt Lingering Spirit Warrior: Traveling and fighting alongside the Barrowhaunts are the spirits of the creatures they have slain—intelligent monsters, slaughtered tomb robbers, and ancient hill folk. (Monster Vault Threats to the Nentir Vale)
Barrowmere, Cauldrus: See Cauldrus Barrowmere.
Barrowmere, Isilus: See Visage Master, Killer, Murderer, Isilus Barrowmere, Ilyana of the Charnel Fangs.
Barrowmere Undead: See Undead Barrowmere.
Barrthak: See Lich Dwarf, Barrthak.
Bartholomeus Lodoviceus: See Stone-Dead Dwarf, Bartholomeus Lodoviceus.
Barthus: See Vampire Priest of Bane, Barthus.
Batcaller: See Vampire Nosferatu Batcaller.
Battle Wight: See Wight Battle.
Battle Wight Drow: See Wight Battle Drow.
Battle Wight Commander Drow: See Wight Battle Commander Drow.
Bear Corpse: ?
Beast: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Beautiful Woman Young Insubstantial Specter of a: See Witchfire, Ghostly Creature, Incorporeal Undead, Insubstantial Specter of a Beautiful Young Woman.
Beautiful Young Woman Insubstantial Specter of a: See Witchfire, Ghostly Creature, Incorporeal Undead, Insubstantial Specter of a Beautiful Young Woman.
Beholder Eternal Tyrant Essence: After a powerful beholder (usually an ultimate tyrant) dies, its story might not end just yet. The most learned of these creatures can, through sheer force of will, retain their independence and power and create new bodies for themselves. These creatures are known as eternal tyrants, since they pursue immortality and rulership over as many creatures as they can. (Dragon 377)
Mentally powerful beholder ultimate tyrants cling to their intellect tenaciously. In fact, some can sustain psychic shells of themselves after death. When an ultimate tyrant’s soul reaches the Shadowfell, it can use the power of its mind to sever itself from the cycle of death. Such creatures are known as beholder eternal tyrants, and they create new construct bodies for themselves. Doing so can take centuries, and if a beholder could ever complete its body, it would be nearly indestructible. (Dragon 377)
Beholder Ghost: Death need not be an end to avarice and ambition. As living creatures, beholders must eventually fall from the air to rot on the hated earth. Yet some have the willpower and anger to float again, returning as ghost beholders. (Monster Manual 3)
Beholder Ghost, Darzaan: ?
Beholder Undead: BEHOLDERS ARE AMONG THE MOST FEARED and deadly monsters to prowl the world. Yet even beholders succumb to death, and when they do, necromancers sometimes find use in their vile remains. (Open Grave Secrets of the Undead)
Beholder Undead Death Emperor: A beholder death emperor is a more powerful version of the beholder death tyrant. (E1 Death's Reach)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Death Tyrant: A death tyrant beholder is an animated corpse of an eye tyrant. (Open Grave Secrets of the Undead)
Death tyrant and death emperor beholders are animated corpses of eye tyrants. (E1 Death's Reach)
Beholder Undead Eye Tyrant, Algagor: ?
Beholder Undead Bloodkiss Beholder: The necrotic forces that reanimate a bloodkiss beholder warp and change the creature’s flesh, making the monster barely akin to its living counterpart. (Open Grave Secrets of the Undead)
Beholder Undead Eye of Death: ?
Beholder Zombie: See Zombie Beholder.
Being Undead: See Undead, Living Dead, Undead Being, Undead Creature, Undead Monster.
Beldan: See Visage, Monstrosity, Priest, Beldan.
Belos: See Lich, Belos.
Benign Ghost: See Ghost Benign.
Berserker Plague Spawn: See Plague Spawn Berserker.
Berserker Vampire Lord: See Vampire Lord Berserker.
Betel: See Vsadni, Betel, The Vain Axeman.
Beth Harwick: See Ghoul, Beth Harwick.
Betrayer of Blood and Land: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Betrayer Spirit Reaver: They’re evil guardians bound here against their will for crimes they committed in life. (Dungeon 159)
Betrayer Wight: See Wight Betrayer.
Bhoior: See Undead Turtle, Bhoior, The Walking Whisper.
Bibliogeist: The main doors are watched by a pair of towering basalt statues of scholars, which each contain bound dread wraiths. Compelled by divine magic, their only duty is to subdue would-be thieves. Additionally, as honored employees of the library near a death by old age, many volunteer to have the wraiths extract their souls so they can be bound to the building as Bibliogeists. (Zeitgeist 11 Gorged on Ruins)
The main doors are watched by a pair of towering basalt statues of scholars, which each contain bound dread wraiths. Compelled by divine magic, their only duty is to subdue would-be thieves. Additionally, as honored employees of the library near a death by old age, many volunteer to have the wraiths extract their souls so they can be bound to the building as Bibliogeists. (Zeitgeist Act Three The Age of Reason)
Binder Shadow: See Shadow Binder.
Bird Black Diseased Rotting: See Undead Raven, Rotting Diseased Black Bird.
Bird Black Rotting Diseased: See Undead Raven, Rotting Diseased Black Bird.
Bird Diseased Black Rotting: See Undead Raven, Rotting Diseased Black Bird.
Bird Diseased Rotting Black: See Undead Raven, Rotting Diseased Black Bird.
Bird Rotting Black Diseased: See Undead Raven, Rotting Diseased Black Bird.
Bird Rotting Diseased Black: See Undead Raven, Rotting Diseased Black Bird.
Birds Disease-Ridden Rotten Sinister Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Birds Disease-Ridden Sinister Rotten Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Birds Rotten Disease-Ridden Sinister Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Birds Rotten Sinister Disease-Ridden Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Birds Sinister Disease-Ridden Rotten Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Birds Sinister Rotten Disease-Ridden Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Black Adult Dragon Lich: See Lich Dragon Black Adult.
Black Bird Diseased Rotting: See Undead Raven, Rotting Diseased Black Bird.
Black Bird Rotting Diseased: See Undead Raven, Rotting Diseased Black Bird.
Black Bloodspawn: Dwelling primarily in the White Kingdom near the Lake of Black Blood, black bloodspawn are the progeny of Gorgimrith, the Hunger in the Mountain. Whenever the massive entity desires, it can slough off bits of its rotted organ walls to create black bloodspawn. (E2 Kingdom of the Ghouls)
Black bloodspawn are actually mobile mouths of Gorgimrith, the Hunger in the Mountain. They spawn from its massive body and sometimes travel far from the White Kingdom. (E2 Kingdom of the Ghouls)
Gorgimrith's progeny are called black bloodspawn, and they are the entity's primary means of devouring food. (E2 Orcus Conversion)
Gorgimrith's progeny are called black bloodspawn. (H1-E3 Monster Update)
Black Bloodspawn Devourer: ?
Black Bloodspawn Hunter: ?
Black Cloud: See Lygis, The Black Cloud.
Black Diseased Bird Rotting: See Undead Raven, Rotting Diseased Black Bird.
Black Diseased Rotting Bird: See Undead Raven, Rotting Diseased Black Bird.
Black Dragon Adult Lich: See Lich Dragon Black Adult.
Black Dwarven Knight, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Black Ebony Drow, Zirithian the Unfettered: See Vampire, Ebony Black Drow, Exarch, Heavy Hitter, Hordemaster, Loyal Vassal, Warrior, Zirithian the Unfettered.
Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Black Knight Dwarven, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Black Phoenix: See Phoenix Black.
Black Reaver Zombie: See Zombie Black Reaver.
Black Rotting Bird Diseased: See Undead Raven, Rotting Diseased Black Bird.
Black Rotting Diseased Bird: See Undead Raven, Rotting Diseased Black Bird.
Black Sheep, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Black Star: See Timesus, The Black Star.
Blackbyrne Vampire: See Vampire Blackbyrne Vampire.
Blackened Bones Mass of: See Boneswarm, Heap of Bones, Mass of Blackened Bones.
Blackfire Creeper: Chosen guardians created from exemplary Moilian dead, the blackfire creepers patrol the City That Waits to dispatch any interlopers they find. (Dragon 371)
Blackfire creepers are advanced undead remade by Acererak the Devourer. (Dragon 371)
Blackfire Dracolich: See Dracolich Blackfire.
Blackfire Flameskull: See Flameskull Blackfire.
Blackroot Treant: See Treant Blackroot.
Blackstar Knight: BLACKSTAR KNIGHTS ARE UNDEAD SPIRITS housed in vessels of animate black stone. (Open Grave Secrets of the Undead)
These blank-faced stone warriors house souls bound to their rocky forms. The ritual for creating them remains a deeply guarded secret, and possibly one that Kas no longer controls. (Open Grave Secrets of the Undead)
Blackweaver: See Githyanki Blackweaver.
Blackwood Treant: See Treant Blackwood.
Bladebearer Zombie: See Zombie Bladebearer.
Bladeclaw, Morrn: See Ghost, Morrn Bladeclaw.
Bladelord, Naergoth: See Death Knight Human, Naergoth Bladelord.
Blaspheme: CRAFTED FROM PIECES OF CORPSES and given life through alchemy and magic, blasphemes are intelligent, cunning undead. (Open Grave Secrets of the Undead)
Blasphemes are created from pieces of multiple corpses. Through carefully guarded rituals, these crafted forms are given life or, in a few cases, infused with the creator’s intelligence. (Open Grave Secrets of the Undead)
Blasphemes are crafted from pieces of corpses and given life through alchemy and magic. (E1 Death's Reach)
Blaspheme Disciple: ?
Blaspheme Disciple Keeper: ?
Blaspheme Entomber: ?
Blaspheme Fragment Keeper: ?
Blaspheme Grave Chill Blaspheme: ?
Blaspheme Imperfect: ?
Blaspheme Imperfect Keeper: ?
Blaspheme Knight: ?
Blaspheme Knight Keeper: ?
Blaspheme Soul Vessel: ?
Blaspheme Unholy Slayer: ?
Blasphemous Undead: See Undead Blasphemous.
Blazing Skeleton: See Skeleton Blazing.
Blightfire Wretch: See Wight Blightfire Wretch.
Blind Wight: See Wight Wizard, Mokoi, Blind Wight.
Blood Amniote: See Ooze Blood Amniote.
Blood and Land Betrayer of: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Blood Dwarf: See Vampire Yara-Ma-Yha-Who, Blood Dwarf.
Blood Knight: See Vampire Blood Knight.
Blood Sea Zombie: See Zombie Blood Sea.
Blood Wolf: See Vampiric Worg, Malhûn, The Blood Wolf.
Blood Zombie: See Zombie Blood.
Bloodblade Hobgoblin Skeleton: See Skeleton Bloodblade Hobgoblin.
Bloodhound Ghoul: See Ghoul Bloodhound.
Bloodhunter: See Vampire Spawn Bloodhunter.
Bloodkiss Beholder: See Beholder Undead Bloodkiss Beholder.
Bloodrot: See Ooze Bloodrot.
Bloodspiker: See Vampire Spawn Bloodspiker.
Bloodstalker: See Vampire Spawn Bloodstalker.
Bloodthirsty Fighter Remorseless Savage, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodthirsty Fighter Savage Remorseless, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodthirsty Remorseless Fighter Savage, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodthirsty Remorseless Savage Fighter, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodthirsty Savage Fighter Remorseless, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodthirsty Savage Remorseless Fighter, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Bloodwind: See Vampiric Dragon Bloodwind.
Bloody Bones: Keep track of all damage the desiccated husk does, including through its aura. If damage done ever exceeds 22, that desiccated husk is replaced by a bloody bones as a reaction. (Orcus Game Master's Guide)
Their blood-drenched flesh dries, and they become desiccated husks. (Orcus Game Master's Guide)
Desiccated Husk Reformation power. (Death and Chaos)
Bloody Bones, Glistening Mass of Raw Muscle Pulsing With Thick Veins of Crimson-Black Blood, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body: ?
Bloody Mary: A young, manic girl, fit to bouts of insanity, Mary was abused by her father quite often, and she was forced to flee for the woods whenever her father returned home drunk (which was every night), at which time he would chase after her, calling her cruelly by her pet name “Bloody Mary”, a nickname given to her due to the fact that her mother died from giving birth to her. Mary was horrified of her father, and tried to stay away from him as much as possible, but she viewed him as an ill child meant to be taken care of, and pity always won out for her in the end, and she would return home to endure the beatings just so she could help her father. (Horrors of Halloween)
Mary found herself with very little time to herself, constantly tending to her father, developing a rapid twitch from what was once her simply flinching away from her father’s every move, fearful that he would strike her. Mary tried to harden herself against her father’s blows, and often resorted to alcohol to survive the nights, but no matter what, she lived in constant paranoia that her father would be right behind her, and brutally assault her. (Horrors of Halloween)
One night, Mary was making her usual retreat through the woods; intent on hiding away in the hole she had been digging out every night, distracting herself from her many troubles. Mary found that tonight, the hole had been dug even deeper, a small animal having burrowed within it causing some form of upset within. Mary, hearing her father coming close, leapt into the hole, disregarding her safety. This is the cave where Mary’s life would come to a close, as she didn’t realize how loud she was within the natural, underground cavern she had discovered, she cried out in joy, as she found this beautiful hiding place, but unfortunately, that cry of joy echoed out of the cavern, and her father entered the cavern as well, and, in a drunken frenzy, he splattered her blood everywhere, leaving behind a convulsing, shrieking wreck. A day later, the helpless, dying Mary finally faded away, liberated by one final scream, one that nobody would hear... Mary was such a good-hearted girl, that her soul was to be sent to the Heavens immediately, however, she was fearful of the light cast upon her soul, believing it to be the mad gaze of her father, searching for her even in death. Now, Mary fearfully travels in the darkness, hiding away in people’s houses, believing her father awaits her around every corner, and anyone who startles her in the least is met with a bloody end. (Horrors of Halloween)
Bloody-Bones: Constructed out of dry bones soaked in fresh blood, a bloody-bones looks like an undulating sinewy snake of animated carnage. (Horrors of the Shroud: The Death-Mother)
Bone-Mother's Assemble Bloody-Bones power. (Horrors of the Shroud: The Death-Mother)
Blue Arcanian: See Arcanian Blue.
Blue Jade Skeleton: See Skeleton Blue Jade.
Bodak: When a nightwalker slays a humanoid, that nightwalker can ritually transform the slain creature’s body and spirit into a bodak. (Monster Manual)
A nightwalker can turn a humanoid it has killed into a bodak using an arcane ritual that only works when cast in the Shadowfell, and only when cast by a nightwalker. Nightwalkers alone can warp the void energies of the Shadowfell to create such horrors. (Monster Manual)
Nightwalkers create bodaks and use them as assassins. (Open Grave Secrets of the Undead)
Nightwalkers often use evil rituals to restore their victims to a mockery of life, cursing them to rise as bodaks. (Manual of the Planes)
If legend can be believed, Vecna or one of his disciples taught nightwalkers the ritual to create bodaks in exchange for a pledge of loyalty to the Maimed God. (Manual of the Planes)
Nightwalkers lurk in the Shadowdark, as do the bodaks they create. (Underdark)
Bodak Frost Giant Bodak Reaver, Jarl Hargaad: When the giants first landed on the Frost Spire, they looted many of the tombs they found here. They left this cave alone. Jarl Hargaad rests here, though the looting of his vassals' burial grounds has awoken him from his eternal slumber. He has risen as a bodak. (Revenge of the Giants)
Bodak Reaver: ?
Bodak Skulk: ?
Bodak Skulk Fey: A ruthless eladrin uses a couple of bodak skulks infused with fey powers as bodyguards and also to hunt his enemies. (Dungeon Master's Guide 2)
Bodiless Head: See Penanggalan Bodiless Head.
Bodiless Spirit: See Ghost, Bodiless Spirit.
Bodiless Spirit: See Specter, Undead That is a Separate Soul, Bodiless Spirit.
Body: See Vengeful Dead, Body, Skeleton, Undead Controlled by the Tree, Undead Minion, Undead Servant.
Bodyguard: See Skeleton Frost, Bodyguard.
Bodyguard: See Wight Battle Bodyguard.
Bog Mummy: See Mummy Bog.
Bone Archivist: See Bone Sage Bone Archivist.
Bone Collective: Created by necrophagi, the undead mages of the Ghoul Imperium, bone collectives are swarms made up of quick, 10-inch tall skeletons constructed from small bones—often gnomes, bats, and lizards. (Midgard Bestiary for 4th Edition D&D)
Bone Collector: See Ooze Bone Collector.
Bone Colossus: In times of war, posthumes join together into enormous swarms or titans. (Midgard Bestiary for 4th Edition D&D)
Bone Horror: See Skeleton Bone Horror.
Bone Lord: See Skeleton Bone Lord.
Bone Mongrel Dracolich: See Dracolich Bone Mongrel.
Bone Naga: See Naga Bone.
Bone Sage: Bone sages are remnants of evil academics and scribes, lingering in their thirst for knowledge. (Dungeon 164)
Bone Sage Bone Archivist: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued. (Dungeon 164)
Bone Sage Bone Scribe: The Vault of Knowledge was once a library of Ioun hidden beneath the ancient temple in Auger. When the city was destroyed, the sages were trapped inside and never rescued. (Dungeon 164)
Bone Scribe: See Bone Sage Bone Scribe.
Bone Servant: Create Bone Servant power. (Secrets of Necromancy)
Create Bone Servant II power. (Secrets of Necromancy)
Create Bone Servant III power. (Secrets of Necromancy)
Create Bone Servant IV power. (Secrets of Necromancy)
Bone Servant Greater: Create Bone Servant III power. (Secrets of Necromancy)
Create Bone Servant IV power. (Secrets of Necromancy)
Bone Swarm: Created from failed necromantic experiments or arising spontaneously from ossuaries and bone yards, bone swarms are writhing masses of bony debris. (Blackdirge's Dungeon Denizens)
Bone Swarm Grave Swarm: Grave swarms are the result of terrible amounts of necromantic energy released in an area with many corpses or skeletons, such as a battlefield or graveyard. (Blackdirge's Dungeon Denizens)
Bone Terror: Create Bone Terror power. (Secrets of Necromancy)
Bone Wight: See Wight Bone, Aswang.
Bone Worm: ?
Bone Yard: A BONE YARD IS A MASS OF ANIMATED BONES that rises up due to a tragedy, massacre, or desecration. (Open Grave Secrets of the Undead)
Bone Yard Charnel Cinderhouse: Charnel cinderhouses arise when a conflagration consumes a building and kills the inhabitants. (Open Grave Secrets of the Undead)
Bone Yard Desecration: A DESECRATION IS THE ANIMATED REMAINS of a desecrated cemetery. (Open Grave Secrets of the Undead)
This creature arises when a cemetery is desecrated by the community that created it. (Open Grave Secrets of the Undead)
The animate force behind a graveyard full of traitors, turncoats, and other betrayers. (Dungeon 170)
Bone Yard Pit of the Abandoned Regiment: BORN OF THE ROTTING, SKELETAL REMAINS of soldiers left to die after battle, the pit of the abandoned regiment is a force driven by hatred and revenge. (Open Grave Secrets of the Undead)
This creature is the amalgamated remains of a regiment of soldiers that was left to die after a battle.
Bone-Child: Typically composed of a large adult skull perched upon just enough bones to make up a body, the bone-child looks almost comical, like a macabre skeletal doll . . . until it strikes. (Horrors of the Shroud: The Death-Mother)
Bone-Mother's Assemble Bone-Child power. (Horrors of the Shroud: The Death-Mother)
Bone-Mother: Stripped of the meat, a death-mother’s skeleton can be reanimated to create a lesser creature called the bone-mother. (Horrors of the Shroud: The Death-Mother)
The bones of a death-mother can be reanimated to create a lesser, but still fantastically dangerous, creature known as a bone-mother. (Horrors of the Shroud: The Death-Mother)
Boneclaw: BONECLAWS ARE MAGICALLY CONSTRUCTED UNDEAD built to hunt and slay the living. (Monster Manual)
One creates a boneclaw by means of a dark ritual that binds a powerful evil soul to a specially prepared amalgamation of undead flesh and bone. The exact ritual is a closely guarded secret known only to a handful of liches and necromancers. Cabals that wish to possess the knowledge of boneclaw creation have resorted to diplomacy, theft, and clandestine warfare to acquire the ritual. (Monster Manual)
Although rumor holds that the first boneclaws were created by a powerful lich in the service of Vecna, the truth is that a coven of hags led by a powerful night hag named Grigwartha created the first boneclaw over a century ago. They invented a ritual that combines the flesh and bones from ogres along with the trapped soul of an oni. Although the materials can vary, the ritual is the same among those who know it. (Monster Manual)
Boneclaws are vicious undead created by dark powers to hunt the foes of their creators. The ritual to create boneclaws is jealously guarded by the few casters that know it. (Open Grave Secrets of the Undead)
Boneclaw Daggerhand: ?
Boneclaw Frost Giant: ?
Boneclaw Guardian: ?
Boneclaw Impaler: ?
Bonecrusher Skeleton: See Skeleton Bonecrusher.
Boneguard Skeleton: See Skeleton Boneguard.
Boneless Zombie: See Zombie Boneless.
Bonemound Skeleton: See Skeleton Bonemound.
Bonepile Hobgoblin Skeleton: See Skeleton Bonepile Hobgoblin.
Bonepile Swarm: Similarly, the bones are the former remains of those who opposed the same priest-generals. Some time ago, a cleric of Xeleuth with a wicked sense of humor decided to animate the bones into a bonepile swarm, which guards this area. (Dungeon Crawl Classics 63 Warbringer's Son)
When the bones of creatures with a powerful connective thread are mingled into a common repository, sometimes the echoes of their shared misery, devotion, or deviancy congeal, forming a bonepile swarm. Likely circumstances to bring about a bonepile swarm could include the slaughter of a village where the bodies were stacked and left, or perhaps the bottom of a sacrificial pit, or perhaps an ossuary where the bones of martyrs are placed. (Dungeon Crawl Classics 63 Warbringer's Son)
Bonepile swarms sometimes form when the bones of creatures slaughtered at once or who shared an unusual bond are collected in one place. (Dungeon Crawl Classics 63 Warbringer's Son)
Bonepowder Ghoul: See Ghoul Bonepowder.
Bones Blackened Mass of: See Boneswarm, Heap of Bones, Mass of Blackened Bones.
Bones Bloody: See Bloody Bones.
Bones Heap of: See Boneswarm, Heap of Bones, Mass of Blackened Bones.
Boneshard: See Skeleton Boneshard.
Boneshard Troll: See Skeleton Boneshard Troll.
Bonespitter: See Skeletal Dragon Bonespitter.
Bonestorm: ?
Boneswarm: Bone swarms often arise spontaneously from bone yards, especially if strong necromantic energy is present. (Dungeon Crawl Classics #64: Codex of the Damned)
Boneswarm, Heap of Bones, Mass of Blackened Bones: ?
Boneswarm, Relentless Swarm, Undulating Carpet of Bony Fragments: ?
Bonewretch Skeleton: See Skeleton Bonewretch.
Boneyard Zombie: See Zombie Boneyard.
Bony Fragments Undulating Carpet of: See Boneswarm, Relentless Swarm, Undulating Carpet of Bony Fragments.
Boo-Hag: See Vampire Boo-Hag.
Botched Witherling: See Witherling Botched Witherling.
Bound Soul: As a soul binder, you have bound a soul to your service. The soul might be that of an enemy whose torment you wish to prolong, a loved one whose company you wish to keep, or a friend whom you’re saving from a vile afterlife. (Dragon 427)
Brackenbite: See Demon Haures, Brackenbite.
Brackz, Illyram: See Lich Eladrin, Illyram Brackz.
Brain Elder Undead: See Undead Elder Brain.
Brain in a Broken Jar: See Brain in a Jar Brain in a Broken Jar.
Brain in a Jar: A BRAIN IN A JAR IS THE PRESERVED BRAIN of a sinister being who sought to escape death. Through ritual magic and complicated alchemical processes, the brain is kept alive, retaining all the memories and mental faculties of its former host. (Open Grave Secrets of the Undead)
Different kinds of brains in jars exist, though each is created using the same principles. (Open Grave Secrets of the Undead)
Brain in a Jar, Gralhund: Gralhund enlisted the aid of his apprentices to help him live on when his elderly body began to fail him, faking his own death and deceiving his family as to his fate (drowned at sea in his pleasure caravel). (Dungeon 189)
Brain in a Jar Brain in a Broken Jar: A brain in a broken jar is created through incomplete rituals, spoiling fluids, or damaged containers. (Open Grave Secrets of the Undead)
Brain in a Jar Brain in an Armored Jar: ?
Brain in a Jar Exalted: This is a brain taken from a powerful creature by devotees to preserve the subject’s knowledge and wisdom. (Open Grave Secrets of the Undead)
Brain in an Armored Jar: See Brain in a Jar Brain in an Armored Jar.
Brain-Smelling Zombie: See Zombie Brain-Smelling.
Braxux: See Lich Dark Elf, Lord Braxux.
Breath Dragon: Not all dragons become the dracolich upon their deaths. Those dragons of the purest evil may become a dragon infused with the power of the Breath. (Night Reign Campaign Setting)
Since the birth of the Breath, dragons have occasionally succumbed to its life stealing energy. Some of the dragons that have been ensnared by the Breath are corrupted into a partnership where they continue on as a frightening combination of necrotic and draconic energy. (Night Reign Campaign Setting)
Breath dragons are unable to breed in the traditional sense. However, they are capable of converting another dragon into a breath dragon. (Night Reign Campaign Setting)
Breath Dragon Adult: ?
Breath Dragon Ancient: ?
Breath Dragon Elder: ?
Breath Dragon Young: ?
Breath Zombie: See Zombie Breath.
Bregga: See Hound of Ill Omen, Bregga.
Bridge Worm: See Worm Bridge.
Bright Lord of Everburning Fire: See Flameskull Lord, The Bright Lord of Everburning Fire.
Broken Skeleton Troll: See Skeleton Boneshard Troll, Broken Troll Skeleton, Large Skeleton.
Broken Troll Skeleton: See Skeleton Boneshard Troll, Broken Troll Skeleton, Large Skeleton.
Bronze Lich: See Lich, Helpful Lich, Lich Human, Powerful Lich, Osterneth the Bronze Lich, Heart of the Whispered One, The Supreme Seed of Darkness.
Bucenburg, Lucille: See Vampire, Lady Lucille Bucenburg.
Buried Zombie: See Zombie Buried.
Burned One: See Skeleton Burned One.
Burned Witch: See Skeleton Burned Witch.
Burning Ape: See Skeleton Burning Ape.
Burning Dead, Fiery Undead: ?
Burnt Zombie Cluster: See Zombie Burnt Cluster.
Butler Revenant: See Revenant Butler.
Byron von Gillante: See Death Knight, Lord Byron von Gillante.
Cackling Shadow: See Shadow Cackling Shadow.
Caela Spirit: See Ghost Caela Spirit.
Caigreal's Coven Second Member of, Silyzil: See Witchfire, Coven Sister, Malevolent Spirit, Second Member of Caigreal's Coven, Silyzil.
Cali: See Vampire Lord, Cali.
Caliban Vampire: See Vampire Caliban, Alocka.
Caller in Darkness: See Ghost Caller in Darkness.
Callophage Vampire: See Vampire Callophage.
Calvary Creekrotter: See Wrath of Nature Calvary Creekrotter.
Cannibal Zombie: See Zombie Cannibal.
Cannon Fodder: See Vampire Spawn Bloodstalker, Cannon Fodder.
Canny Opponent, Elziba Caulwik, The Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Captain Kothar: See Specter Fire, Captain Kothar.
Carcass: See Zombie Carcass.
Carcass Eater: See Zombie Carcass Eater.
Carcass Spawn: See Zombie Carcass Spawn.
Carcass Zombie: See Zombie Carcass.
Caretaker Ghostly: See Ghostly Caretaker.
Carlo, Astur: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Carosos: See Ghost Phantom Warrior, Carosos.
Carpet of Bony Fragments Undulating: See Boneswarm, Relentless Swarm, Undulating Carpet of Bony Fragments.
Carpet Undulating of Bony Fragments: See Boneswarm, Relentless Swarm, Undulating Carpet of Bony Fragments.
Carradh, Olisk: See Visage, Real Threat, Servant of Orcus, Lord Olisk Carradh.
Carrion Beetle Undead: See Undead Carrion Beetle.
Carthas: See Vampire Lord, Carthas.
Cassian d’Cherevan: See Barrowhaunt, Cassian d’Cherevan.
Castellan of Everlost: See Lich Castellan Wizard, Harthoon, Castellan of Everlost.
Castle Gloom, Tower Gloom, Haunt of Phelhelra: The haunting that inhabits the Phelhelra is rumored to have been present for centuries, growing steadily stronger and “larger” as it widened its reach through the fortress. Other rumors claim it crept out of the “deep darkness beneath the mountains” or is the mad remains of the pasha’s vanished daughter Phelhele . . . but no rumor-offerer knows the truth. (Dragon 415)
Elminster knows rather more than Sarklan. To his eye, the haunt of Phelhelra is actually a rare, unnamed-in-written-lore form of undead akin to a caller in darkness, but of five or six times the size and strength of a typical one of that sort. Everything Sarklan says about fighting the creature is correct, and it is insubstantial and nigh transparent unless it wills itself to more visible and substantial shape—which it must do to drain life force, which requires direct contact (usually it “rushes through” a chosen victim) and is an act of will, not an automatic attack or property of contact. (Dragon 415)
A wizard who knows how—such as some Imaskari and more recent Halruaan mages, the former by experimentation and the latter by correctly interpreting and trying written Imaskari records—can embrace this form of undeath instead of lichdom. This sort of entity is anchored to a particular object or group of objects (in this case, Elminster guesses, specific magic items hidden by Veherak el Paeredrhal and not moved since), and so it remains in a particular place and can’t venture far, unless or until the item or items are moved. (Dragon 415)
Elminster advocates that since most of these undead are unique in their powers, each one be referred to according to where it lurks, so this one he calls “the Phelhelra.” Understanding that sages whose lives will never depend on the differences between specific hauntings created by this obscure process will inevitably desire a collective name for all such creatures, he suggests “castle gloom” or “tower gloom,” because although quite a few haunt and guard their own tombs, almost none of the places these undead are found are underground or unfortified. (Dragon 415)
Cat Skeletal: See Skeletal Cat.
Catahoula: See Undead Court Wizard, Catahoula.
Catastrophic Dragon: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Catastrophic Dragon: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Cauldron Corpse: The cauldron is bolted to the floor and filled with necrotic filth (DC 15 Arcana to identify the danger). Any living creature that touches the tarlike substance takes 1d8 necrotic damage. (Dungeon 166)
Tossing a green, red, white, or blue goblin skull into the cauldron causes two cauldron corpses to rise up from within and attack. (Dungeon 166)
Cauldron Mote: ?
Cauldrus Barrowmere: Unable to complete his experiments because of Everen’s death and Izran’s disappearance, Cauldrus has melded his body with that of his latest creation. (Dungeon 191)
Driven by the new lore he has gathered from the Nightwyrm Fortress and his discussions with the shadow dragon, Cauldrus unholy experiments to meld the living with the dead have taken a new dark path. Cauldrus have literally gone insane, trying to turn himself into the creature he worship – Urishtar the Shadow Dragon. He has melded his body with that of a dead dragon. (P3 Conversion)
Caulwik, Elziba: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Cawing Screeching Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks Screeching: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Cawing Whirlwind Screeching of Buffeting Wings Clawing Talons and Pecking Beaks: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Cerebral Vampire: See Vampire Cerebral.
Cetacek: See Ghost Whale, Cetacek, Lord of the Deepwater.
Cha, Ming: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
Chain Devil Ghost: See Ghost Devil Chain Devil.
Chainfighter Wight: See Wight Chainfighter.
Champion Wight: See Wight Champion.
Chardun-Slain: See Zombie Chardun-Slain.
Charnel Brother: See Vampire Charnel Brother.
Charnel Cinderhouse: See Bone Yard Charnel Cinderhouse.
Charnel Hound: See Hound Death Charnel Hound.
Charnel Hound: See Zombie Charnel Hound.
Charnel Zombie: See Zombie Charnel.
Charred Skeleton Wreathed in Flames and Embers: See Skeleton Smoldering, Charred Skeleton Wreathed in Flames and Embers.
Cherndon the Mad: See Ghost Dwarf, Cherndon the Mad.
Cheshimox Terrormask: See Ghoul Cheshimox Terrormask.
Chib Naresaar: See Zombie Bladebearer, Chib Naresaar.
Chibaiskweda: See Wight Marsh, Chibaiskweda.
Child Emaciated Gray With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Child Emaciated With Cobwebs and Dust for Clothes and a Fox Skull for a Head Gray: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Child Gray Emaciated With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Child Gray With Cobwebs and Dust for Clothes and a Fox Skull for a Head Emaciated: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Child Skeleton: See Skeleton Child.
Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head Gray Emaciated: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head Emaciated Gray: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Children of Ssra-Tauroch: See Mummy Mummified Yuan-Ti, Children of Ssra-Tauroch.
Children of Ulsgaard: See Haunt The Children of Ulsgaard.
Chillborn Vampiric Mist: See Vampiric Mist Chillborn.
Chillborn Zombie: See Zombie Chillborn.
Chills Unnatural: See Unnatural Chills.
Chillspirit Blackshadow: The restless souls of the fallen haunt this mound, their insubstantial forms twisted by the agony and pain of their death. (Lands of Darkness 4 The Swamp of Timbermoor)
This room was carved out of the stone by the people who once lived in the wild hills as part of a defense system. Littered through the canyon are caves like this, stocked with food, water, and weapons, sealed with a large circular stone. Once the invaders left or starved, the people would emerge from these defensive caves. Unfortunately, the residence of this defensive cave never came out and in their despair embraced life in death. (Lands of Darkness 6 The Wild Hills)
Chivalry Specter of: See Specter of Chivalry.
Choker: See Putrid Haunt Choker.
Chon-Chon: See Vampire Chon-Chon, Vampire Sorcerer.
Chosen of Faluzure: See Gryznath, Chosen of Faluzure.
Chronophage: ?
Chthon: See Wendigo Chthon.
Chupacabra: See Vampire Chupacabra, Goat Sucker.
Cinder Skeleton: See Skeleton Cinder.
Cinder Zombie: See Zombie Cinder.
Cindergrove Spirit: See Wrath of Nature Cindergrove Spirit.
Cleric Deva Zombified: See Zombified Deva Cleric.
Cleric Heretical Who Blasphemed and Renounced Their Deity Before Meeting Death Risen Corpse of a: See Huecuva, Risen Corpse of a Heretical Cleric Who Blasphemed and Renounced Their Deity Before Meeting Death.
Cleric Zombified Deva: See Zombified Deva Cleric.
Clone of Manshoon: See Vampire Lord Human Wizard, Manshoon, Orbakh The Night King, Orlak II, Clone of Manshoon, Lord of the Zhentarim.
Coffer Corpse: The last gaoler was so evil and cruel that demons left his soul to rot inside the flesh and spread suffering on the Material Plane. (Dungeon 215)
Coldspawned Mummy: See Mummy Coldspawned.
Collapsed Frightling: See Nightmare Collapsed Frightling.
Combat Magic Specialist, Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Commander: See Wight Battle Commander.
Common Zombie: See Zombie, Common Zombie, Standard Zombie, Undead Zombie.
Composing Corpse: See Hanging Dead, Composing Corpse, Corpse, Undead Controlled by the Tree, Undead Minion, Undead Servant.
Composter Zombie: See Zombie Composter.
Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Evija: See Attic Whisperer, Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Secondary Guardian, Spy, Evija.
Construct: See Guardian Doll, Construct, Strange Automaton, Strange Doll.
Construct, Thora Petska: See Guardian Doll, Construct, Porcelain Guardian Doll, Thora Petska.
Copper Guardian Mummy: See Mummy Copper Guardian.
Copper Mummy Guardian: See Mummy Copper Guardian.
Corporeal Undead: See Undead Corporeal.
Corporeal Undead: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Corpse: See Hanging Dead, Composing Corpse, Corpse, Undead Controlled by the Tree, Undead Minion, Undead Servant.
Corpse: See Innocent Dead, Corpse, Heavy Hitter, Undead Controlled by the Tree, Undead Minion, Undead Servant.
Corpse, Kale Tane: See Innocent Dead, Corpse, Kale Tane.
Corpse Animated By Necrotic Magic: See Runecursed, Corpse Animated By Necrotic Magic, Emaciated Humanoid With Mummified Black Skin, Evil Sadistic Killer, Horror.
Corpse Composing: See Hanging Dead, Composing Corpse, Corpse, Undead Controlled by the Tree, Undead Minion, Undead Servant.
Corpse Desiccated With Dark Nails Shriveled Features and Evil Gleaming in its Eyes: See Wight Ashgaunt, Desiccated Corpse With Dark Nails Shriveled Features and Evil Gleaming in its Eyes.
Corpse Gatherer: A corpse gatherer is an entire graveyard animated and empowered by the powers of shadow. (Jester's 4e Monsters)
A corpse gatherer comes to be when malevolent, intelligent undead are buried in an unsanctified graveyard. Sometimes the essence of the undead seeps into the ground, gradually contaminating the bones resting and the earth around them. Once conditions are right, it only takes the intentional spilling of fresh blood from an innocent to cause the corpse gatherer to stir. (Jester's 4e Monsters)
Corpse Headless: See Headless Corpse.
Corpse Horrible Walking: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Corpse Marionette: This thing is a creation of Borrit Crowfinger’s magic. (Dungeon Delve)
Corpse of Despair: See Zombie Corpse of Despair.
Corpse Rat Swarm: See Zombie Corpse Rat Swarm.
Corpse Reanimated But Decaying: See Zombie, Reanimated But Decaying Corpse.
Corpse Risen of a Heretical Cleric Who Blasphemed and Renounced Their Deity Before Meeting Death: See Huecuva, Risen Corpse of a Heretical Cleric Who Blasphemed and Renounced Their Deity Before Meeting Death.
Corpse Vampire: See Vampire Corpse.
Corpse Vyrellis: See Vyrellis Corpse.
Corpse Walking: See Walking Corpse.
Corpse Walking: See Zombie, Undead That Has Been Reanimated From a Body, Walking Corpse.
Corpse Walking: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Corpse Walking Horrible: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Corpse With Dark Nails Shriveled Features and Evil Gleaming in its Eyes Desiccated: See Wight Ashgaunt, Desiccated Corpse With Dark Nails Shriveled Features and Evil Gleaming in its Eyes.
Corpse-Child: Death-Mother's Spawn Lesser Horror power. (Horrors of the Shroud: The Death-Mother)
Corpse-Like Humanoid: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Corpsegrinder, Hronagar: See Ghoul Darakhul, Hronagar Corpsegrinder.
Corrupted Offspring: See Unrisen Corrupted Offspring.
Corrupted Undying: See Undying Corrupted Undying.
Corrupted Yuan-Ti Malison Incanters: ?
Corruption Corpse: See Zombie Corruption Corpse.
Corruptor: See Vampiric Mist Corruptor.
Couatl Mockery: See Undead Aviary Couatl Mockery.
Count Gaston Dremaine: See Vampire, Count Gaston Dremaine.
Count of Coins: See Vampire, Count of Coins
Count Strahd von Zarovich: See Vampire, Count Strahd von Zarovich.
Counter Fast Very: See Jiang-Shi, Very Fast Counter.
Counter Very Fast: See Jiang-Shi, Very Fast Counter.
Countess Lady Urzana Dolingen: See Vampire, Countess Lady Urzana Dolingen.
Countess of Storms: See Vampire, Countess of Storms.
Courtesan Slave Animated Mummy of a: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Coven Caigreal's Second Member of, Silyzil: See Witchfire, Coven Sister, Malevolent Spirit, Second Member of Caigreal's Coven, Silyzil.
Coven Sister, Silyzil: See Witchfire, Coven Sister, Malevolent Spirit, Second Member of Caigreal's Coven, Silyzil.
Crab Death Crab Swarm: ?
Craenag-Follei: See Vampire Elven, Craenag-Follei.
Crawling Claw: THIS SEVERED HAND OR PAW has been animated by foul magic.
Crawling claws are severed hands, feet, or paws that have been animated by necromantic rituals or by spontaneous necrotic energy. (Open Grave Secrets of the Undead)
The most basic crawling claw is crafted from any hand or paw. (Open Grave Secrets of the Undead)
Crawling claws are severed hands infused with necromantic energies. (Freeport Companion 4e)
Crawling Claw Crawling Gauntlet: Crawling gauntlets are severed hands enchanted or trained to serve as minions. (Open Grave Secrets of the Undead)
Crawling Claw Dragonclaw Swarm: Dragonclaw swarms are the result of necromantic experiments with dragon bones. (Open Grave Secrets of the Undead)
Crawling Claw Lich Claw: Liches that want to humiliate and dominate their rivals seek out other liches to acquire pieces to make lich claws. Many lich claws occur spontaneously, due to the saturation of necrotic energy in the chambers of defeated liches. (Open Grave Secrets of the Undead)
Crawling Claw Minion: Crawling claws are severed hands infused with necromantic energies. (Freeport Companion 4e)
Crawling Claw Swarm: Crawling claw swarms are the result of numerous severed limbs lost in a horrible battle. Sometimes the limbs animate on their own; other times, necromancers sweep a battlefield for useful pieces. (Open Grave Secrets of the Undead)
Crawling Gauntlet: See Crawling Claw Crawling Gauntlet.
Crawling Head: Spawned from the severed head of a giant, a crawling head is a horrific undead monstrosity that resembles a huge, bloated head grown to enormous size, with a seething mass of arteries, veins and viscera depending from the wound of its neck. (Jester's 4e Monsters)
Because of their immense power and their origination from giants, which might lead one to think that crawling heads were creations of the primordials or beings of similar nature. In truth, however, they are the creation of a series of powerful mortal necromancers that dwelt in the City of Skulls that surrounded the Bleak Academy. (Jester's 4e Monsters)
Crawling Head Wailer: ?
Crawling Head Ravenous: ?
Creation: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Creation: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Creation: See Visage, Creation, Servant of Orcus, Strange Servant of Orcus, Terrible Creature, Undead Creature of Deception.
Creation: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Creature Ghostly: See Witchfire, Ghostly Creature, Incorporeal Undead, Insubstantial Specter of a Beautiful Young Woman.
Creature Hairless: See Ghoul, Hairless Creature, Shriveled Mockery of a Human.
Creature Insubstantial: See Ghost, Insubstantial Creature.
Creature Insubstantial: See Wraith, Insubstantial Creature.
Creature Insubstantial Undead Tied to Life By Its Hatred of the Living: See Specter Grell, Insubstantial Undead Creature Tied to Life By Its Hatred of the Living.
Creature Large Shadow: See Shadowmare, Large Shadow Creature, Mount, Undead Horse.
Creature Malicious: See Arcanashade, Malicious Creature, Robed Figure, Spirit.
Creature of Deception Undead: See Visage, Creation, Servant of Orcus, Strange Servant of Orcus, Terrible Creature, Undead Creature of Deception.
Creature of the Raven Queen, Sharrin the Crone, The Crow: See Ghost, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow.
Creature of the Raven Queen, Sharrin the Crone, The Crow: See Lich, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow.
Creature Once-Living: See Once-Living Creature.
Creature Perverted Undead: See Undead Creature Perverted.
Creature Self-Loathing Undead: See Undead Creature Self-Loathing.
Creature Shadow Large: See Shadowmare, Large Shadow Creature, Mount, Undead Horse.
Creature Terrible: See Visage, Creation, Servant of Orcus, Strange Servant of Orcus, Terrible Creature, Undead Creature of Deception.
Creature Undead: See Undead, Living Dead, Undead Being, Undead Creature, Undead Monster.
Creature Undead Insubstantial Tied to Life By Its Hatred of the Living: See Specter Grell, Insubstantial Undead Creature Tied to Life By Its Hatred of the Living.
Creature Undead Perverted: See Undead Creature Perverted.
Creature Undead Self-Loathing: See Undead Creature Self-Loathing.
Creature Unholy: See Skeleton Skeletal Tomb Guardian Run-Down, Human Skeleton With Four Arms, New Toy, Skeleton of Unwholesome Size With Four Overlong Arms Grafted to its Ribcage, Toy, Unholy Creature.
Creature Who Does Not Sleep: ?
Creature Zombie-Like: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Crimson Deathmist: See Vampiric Mist Crimson Deathmist.
Critter Undead: See Undead Critter.
Crone, Elziba Caulwik, The Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Crone Vampire, Elziba Caulwik, The Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Crow: See Ghost, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow.
Crow: See Lich, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow.
Crypt Lord: See Ghost Raaig Crypt Lord.
Crypt Lurker: ?
Ctenmiir: See Vampire, Ctenmiir.
Culdred: See Flameharrow, Culdred.
Cullen, Lorgo: See Lorgo Cullen.
Cullen, Otho: See Otho Cullen.
Cursing Heads: A collection of the Horseman’s prior victims. (Dungeon 174)
Custodian Damned: See Runecursed, Damned Custodian.
Custodian Damned: See Spectral Custodian, Damned Custodian.
Custodian of the Vault Senior, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Custodian Senior of the Vault, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Custodian Spectral: See Spectral Custodian.
Custodians Most Powerful of All the, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Cyclops Rambler Zombie: See Zombie Cyclops Rambler.
d'Cannith, Haestus: See Forgewraith, Haestus d'Cannith.
d’Cherevan, Cassian: See Barrowhaunt, Cassian d’Cherevan.
d'Medani, Torven: See Vampire, Torven “The Ageless” d'Medani.
Daeyerg Due: See Vampire Halfling, Daeyerg Due.
Damned Custodian: See Runecursed, Damned Custodian.
Damned Custodian: See Spectral Custodian, Damned Custodian.
Dangerous Undead: See Undead Dangerous.
Danica Myrsil: See Vampire Spawn Fleshripper, Danica Myrsil.
Darakhul: See Ghoul Darakhul.
Darien: See Ghoul Lord of Hampstead, Darien.
Dark Elf Lich: See Lich Dark Elf.
Dark Flameskull: See Flameskull Dark.
Dark Lord of Monadhan: See Undead Dragon Silver Dark Lord of Monadhan, Arantor.
Dark Pharaoh: See Mummy Dark Pharaoh.
Dark Pyre Adept: ?
Dark Pyre Assault Team: He calls upon the power of the Dark Pyre, conjuring a black lightning bolt as he did when the heroes first arrived. These bolts, which Griiat can only evoke once per day, can animate the corpses strewn about the battlefield outside the castle, each creating up to 40 HD of undead who intuitively know Griiat’s command. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Bullette: One bullete went wild and fled during the battle, and it was roaming in the nearby area when the firestorm struck, killed it, and animated it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Sergeant: A black bolt of lightning rends the flaming sky and strikes one of the large 15-foot square steel cages not more than thirty feet before you. Its blast shatters and throws bone and rock skyward to fall nearby. Everywhere the debris touches, it stirs the long-dead skeletal remains and they rise with eye-sockets ablaze with flaming tears and a deathly laughter croaking from non-existent throats. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Dark Pyre Soldier: ?
Dark Pyre Swarmer: ?
Dark Pyre Warrior: A black bolt of lightning rends the flaming sky and strikes one of the large 15-foot square steel cages not more than thirty feet before you. Its blast shatters and throws bone and rock skyward to fall nearby. Everywhere the debris touches, it stirs the long-dead skeletal remains and they rise with eye-sockets ablaze with flaming tears and a deathly laughter croaking from non-existent throats. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Darkflame Taskmaster: See Mummy Darkflame Taskmaster.
Darkhoof: See Unrisen Darkhoof.
Darkland Voidsoul Specter: See Specter Darkland Voidsoul.
Darkliege: See Dreadclaw Darkliege.
Darkpact Ghoul: See Ghoul Darkpact.
Darksidhe, Night Walker: Like the humans who are transformed into foul spawn, fey beings that are touched by the Void sometimes become shadowy monstorin known as darksidhe. (Mystical Kingdom of Monsters)
Darksidhe Wild: ?
Darom Madar: See Wight Lesser Oath, Darom Madar.
Dartonith, Enerith: See Undying, Lord Enerith Dartonith.
Darzaan: See Beholder Ghost, Darzaan.
Dasir, Kam: See Vampire Lamia, Lord Kam Dasir.
Davinkar: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Daughter, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Daughter of Chitza-Atla: See Mummy, Daughter of Chitza-Atla.
Dawnwar Ghost: See Ghost Dawnwar.
Dayan: See Vampire Necromancer, Dayan.
De'Spri, Julain: See Ghost, Julain De'Spri.
Dead Hanging: See Hanging Dead.
Dead Innocent: See Innocent Dead.
Dead Living: See Undead, Living Dead, Undead Being, Undead Creature, Undead Monster.
Dead Lord: See Lich, Kaisharga, Dead Lord.
Dead Vengeful: See Vengeful Dead.
Deadborn: Deadborn are natural creatures altered before birth, either in the womb or the egg, to spontaneously arise as undead when slain. Although the first deadborn were vultures created from the eggs of giant eagles by evil cultists of Bleak, the techniques and rituals now exist to create deadborn of many different types. (Jester's 4e Monsters)
Deadborn Hulk: Deadborn Hulk's Deadborn power. (Jester's 4e Monsters)
Deadborn Vulture: Deadborn Vulture's Deadborn power. (Jester's 4e Monsters)
Deadwomb Necroling: See Xori Deadwomb Necroling.
Deadwood Tree: Before the fall of the serpent people, spirit lizards inhabited the great trees of Valossa’s jungles. When the cataclysm struck, the trees were slain along with most other living things. A few spirit lizards, however, were trapped inside their dead and dying trees, fusing with them by the warping influence of the Unspeakable One. These became the first of the deadwood trees. (Freeport Companion 4e)
Tragically, when the Unspeakable One destroyed the serpent people and their lands, the spirit lizards and the trees in which they lived were fused, becoming horrid abominations known as deadwood trees.
As the essence of the Unspeakable One permeated the living things of the continent, many spirit lizards became trapped in their home trees and warped by the maddening forces unleashed upon the land. Twisted and evil, these become the first deadwood trees. (Freeport Companion 4e)
Death Chief: The undead king reanimates each clan chieftain who dies, forming the Dodforer, a council of “Death Chiefs” who serve him. (Forgotten Realms Campaign Guide)
Death Crab Swarm: See Crab Death Crab Swarm.
Death Emperor: See Beholder Undead Death Emperor.
Death Hound: See Hound Death.
Death Husk Stirge: See Stirge Death Husk Stirge.
Death Kin Skeleton: See Skeleton Death Kin.
Death Knight: DEATH KNIGHTS WERE POWERFUL WARRIORS who accepted eternal undeath rather than face the end of their mortal existence. With their souls bound to the weapons they wield, death knights command necrotic power in addition to their undiminished martial prowess.
“Death knight” is a monster template that can be applied to nonplayer characters. (Monster Manual)
The ritual to become a death knight is said to have originated with Orcus, Demon Prince of the Undead. Many death knights gained access to the ritual by contacting Orcus or his servants directly, but some discovered the ritual through other means. (Monster Manual)
The ritual of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Monster Manual)
Among the most powerful of undead humanoids, death knights are warriors who chose to embrace undeath rather than pass on to the afterlife. They bind their souls into their weapons, fueling their necrotic powers as they marshal armies of undead. (Monster Vault)
Gifted with undeath as a result of a ritual, a death knight is like the martial equivalent of a lich.
A humanoid becomes a death knight through a profane ritual that strips away the emotional bond of one’s life, replacing them with cruelty and a perverse sense of honor. This ritual is often bestowed as a gift from high-ranking followers of Orcus, the Demon Prince of the Undead. When a warrior reaches a certain state of notoriety, Orcus’s adherents approach the individual and try to tempt him or her with the promise of immortality. A warrior who accepts the offer turns into a dark reflection in the shattered mirror of undeath. Its armor becomes blackened and scarred, and its flesh becomes as withered and twisted as the person’s corrupted soul. (Monster Vault)
The ritual that transforms a warrior into a death knight binds part of the subject’s soul to one of his or her weapons. This weapon is not only a symbol of an individual’s transformation, it is also the source of a death knight’s power. (Monster Vault)
Death knights, liches, mummies, and vampires are created by rituals or processes that tie the soul to an unliving form. Similar creatures could be created in different circumstances. Such diversity among undead reflects the fact that death touches every part of existence. (Open Grave Secrets of the Undead)
Death knights are warriors that accepted undeath as a way to circumvent mortality. (Open Grave Secrets of the Undead)
Death knights were once powerful warriors who have been granted eternal undeath, whether as punishment for a grave betrayal or reward for a lifetime of servitude to a dark master. A death knight’s soul is bound to the weapon it wields, adding necrotic power to its undiminished martial prowess. (Dungeon Master's Guide)
“Death knight” is a template that can be added to any monster. (Dungeon Master's Guide)
Prerequisite: Level 11 (Dungeon Master's Guide)
The process of becoming a death knight requires its caster to bind his immortal essence into the weapon used in the ritual. (Dungeon Master's Guide)
Death knights, liches, mummies, and vampires are all created by rituals that tie the soul to an unliving form. (Wizards Presents Worlds and Monsters)
A prophecy foretells of the rider of Cymbas, a horse bearing a cloven hoof, will become a plague to humanity by becoming the greatest death knight upon destruction. (Oracle of Orcas)
It is commonly believed that it was Lasheeva who crafted phylacteries for Áereth’s first liches and soul weapons for the first death knights, forever changing the world by offering dangerous, power-hungry mortals a dark substitute to mere mortality. (Level Up #2)
Death Knight, Baldrik Ostov: There are those who know how to make use of a mighty warrior after he has died, however. One such person, upon his return to the mortal world to serve his dark master, used foul rituals learned at the feet of the Prince of the Undead to raise Baldrik from his grave and bind him to service. (Tailslap! 1)
Death Knight, False Sir Keegan/Sir Drzak: ?
Death Knight, Lord Byron von Gillante: ?
Death Knight, Lord Soth: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived. (Dragon 416)
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire. (Dragon 416)
Death Knight 25th-Level Fighter: ?
Death Knight Blackguard: ?
Death Knight Dragonborn Paladin: ?
Death Knight Dragonborn Paladin, Raxikarthus: ?
Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: ?
Death Knight Dwarf Warlord, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Death Knight Fire Giant: ?
Death Knight Human, Naergoth Bladelord: ?
Death Knight Human Fighter: ?
Death Knight Human Fighter, Lord Carrion: ?
Death Knight Lord of Sithicus, Lord Soth: Finally, with her last breath, Isolde cast a curse upon her husband. “You will die this night in fire,” she cried, “even as your son and I die. But you will live eternally in darkness. You will live one life for every life that your folly has brought to an end this night!” With that, the flames engulfed Soth, charring his armor and searing his flesh. Soth witnessed the flames burning everything around him, wood and stone, cloth and iron. His retainers, loyal unto the end, attempted to flee, to no avail. None that were inside Dargaard Keep survived. (Dragon 416)
And yet the afterlife held no rest for Lord Loren Soth. Isolde’s curse would not let him truly die.
Shaking off the debris and ashes of his fallen home, the creature that once was Loren Soth arose, encased in his own armor. Of all the intricate designs that decorated the armor, only a single rose survived, blackened by the fire. As he came to learn, his divine powers, once fueled by Paladine, became terrible magics of death and hellfire. (Dragon 416)
Death Knight Vicious: ?
Death Knight Warlord Dwarf: See Death Knight Dwarf Warlord.
Death Mold Zombie: See Zombie Death Mold.
Death Shrieker: See Witherling Death Shrieker.
Death Tyrant: See Beholder Undead Death Tyrant.
Death-Mother: Death-mothers are products of the Shroud, twisted mockeries of motherhood that give birth to zombies of all sorts. (Horrors of the Shroud: The Death-Mother)
Deathbringer Dracolich: See Dracolich Deathbringer.
Deathdrinker Skeleton: See Skeleton Deathdrinker.
Deathgaunt: Xoriat's insanity lives on through the ages in the bodies of those the daelkyr slew long ago. Such are the deathgaunts. (Seekers of the Ashen Crown)
On the great battlefields of the Daelkyr War, countless goblins and orcs perished. In some such places, the taint of Xoriat and the shadow of Mabar seeped into the blood and bones of the fallen, raising them as creatures of death and madness. (Seekers of the Ashen Crown)
Deathgaunt: See Specter Deathgaunt.
Deathgaunt Drover: ?
Deathgaunt Hordeling: ?
Deathgaunt Lasher: ?
Deathgaunt Madcaster: ?
Deathgaunt Spiner: ?
Deathguard: See Skeleton Deathguard.
Deathless Hunger: See Zombie Draconic Deathless Hunger.
Deathlock Wight: See Wight Deathlock.
Deathshade Wisp: Knowing no living shadow fey could fully set aside its own ambition, the court turned to its ancestors. Cemeteries were pillaged and corpses exhumed. Spirits were pulled from the shadows. This fusing of necromancy and shadow essence culminated in the deathshade wisp. (Midgard Bestiary for 4th Edition D&D)
Deathshrieker: ?
Deathtritus: THE PRESENCE OF NECROTIC ENERGY can animate flesh, but it can also give unlife to refuse and residue, forming a deathtritus. (Open Grave Secrets of the Undead)
Deathtritus Ancient Tomb Mote: ?
Deathtritus Dragonscale Slough: THIS SLITHERING PILE OF MOLTED SCALES often forms where a dragon has died or has spent a considerable amount of time. (Open Grave Secrets of the Undead)
A dragonscale slough is made of the animated flesh and scales that fall from dragons. (Open Grave Secrets of the Undead)
Deathtritus Offalian: Composed of the butchered flesh, rotting organs, and pungent fluids of humanoids and livestock, these snakelike creatures crave the taste of fresh meat. (Open Grave Secrets of the Undead)
Offalians are undead serpents that form when people or animals are senselessly butchered and left to rot. They are composed of the organs and bodily fluids of the slain creatures. (Open Grave Secrets of the Undead)
Deathtritus Osteopede: CREATED FROM DIRT, DUST, AND CRUSHED BONE, the osteopede is a centipedelike creature that skitters rapidly across the ground. The creature is infused with necrotic energy, which it releases with each bite and each slash of its jagged legs. (Open Grave Secrets of the Undead)
Osteopedes are undead centipedes that form from dirt and bone in places of death. They also sometimes arise from pastures where bone fragments were used as fertilizer. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote: Tomb motes are made up of the animated bone, dust, hair, and flesh particles that accumulate in tombs. They are usually found in areas filled with necrotic energy. (Open Grave Secrets of the Undead)
Deathtritus Tomb Mote Swarm: ?
Deathwarg: They are created by powerful necromancers, and are often used to hunt down and kill the enemies of their masters. (Blackdirge's Dungeon Denizens)
Deathwargs are undead wolf-like creatures created via an obscure necromantic ritual. Although mortal warlocks and wizards are capable of creating deathwargs, they usually serve powerful undead spell casters, such as liches and vampires. (Blackdirge's Dungeon Denizens)
Deathwarg Wightwarg: ?
Deathwarg Lichwarg: ?
Decay Mummy: See Mummy Decay.
Decaying Mummy: See Mummy Decaying.
Decaying Skeleton: See Skeleton Decaying.
Deception Undead Creature of: See Visage, Creation, Servant of Orcus, Strange Servant of Orcus, Terrible Creature, Undead Creature of Deception.
Decrepit Ghoul: See Ghoul Decrepit.
Decrepit Goblin Skeleton: See Skeleton Decrepit Goblin.
Decrepit Orc Skeleton: See Skeleton Decrepit Orc.
Decrepit Skeleton: See Skeleton Decrepit.
Decrepit Swamp Zombie: See Zombie Decrepit Swamp.
Deena: Deena was dead. She actually died within the first week of arriving in Pandemonium. She met her end at the hands of one of the rogue groups of insane wanderers that call the plane of madness home. The terrible part of it all is that she didn’t stay dead. (Domains of Dread: The Howling Halls of Turmain)
The day after her death, she awoke as something much worse than the rag-tag band that had killed her. She swore to find the man that had seduced her, made her lose her child, and damned her to her fate on Pandemonium. (Domains of Dread: The Howling Halls of Turmain)
Deep Wendigo: See Wendigo Deep.
DeMay, Francis: See Granny Francis DeMay.
Demented Wight: Wight Demented.
Demilich: See Lich Demilich.
Demilich Dragon: See Lich Demilich Dragon.
Demon Abyssal Rotfiend: Abyssal rotfiends are demonic undead contained by demon and devil flesh. The spirit within a rotfiend is often a demon soul, although it can come from any evil creature. (Monster Manual 2)
Demon Abyssal Rotlord: ?
Demon Balor Husk: When a captive balor hovers near death, a ritual can free the Abyssal energy that gives it power and strength while pinning the animus in place. It becomes an animate husk of a balor—a corpse walking with just enough power to crush its master’s enemies. (Dungeon 177)
Demon Haures: The first haureses were created from goristro demons that fell in combat defending Orcus. Experimented on for centuries to perfect their current form, haureses have no thought or memory of anything other than battle. (Demonomicon)
Demon Haures, Brackenbite: Brackenbite, a haures, was touched by Lolth. (Dungeon 208)
Demon Immolith: THE SPIRITS OF DECEASED DEMONS sometimes fuse together as they fall back into the Abyss that spawned them. The event is unpredictable, and the result is a horrid demonic entity called an immolith. (Monster Manual)
Demon Immolith Claw: ?
Demon Immolith Deathrager: ?
Demon Immolith Imprisoned: ?
Demon Immolith Inferno: ?
Demon Immolith Inferno, Nerothoth: ?
Demon Immolith Seeker: ?
Demon Maze: See Perditazu Lesser, Maze Demon.
Demon of Esarham: When the Abyss brought itself into being, it created the first demons by corrupting primordials. Thus did Orcus, Demogorgon. and Baphomet come into existence. In turn, these early demon princes replicated their own corruption, fashioning their first demonic servants from mortal creatures. They would later master the crafting of more durable servants from the tumult of the Abyss, ensuring that the demons' essence would return to that realm upon their deaths. In the earliest days, that art was beyond their skill. Consequently, the first demons were mortal, with souls that existed after the death of their physical forms. These souls passed into the ShadowfeIl, but without any god to claim them, their numbers began to accumulate beyond control. Horrific battles occurred and the entire plane risked becoming an extension of the Abyss. (Underdark)
Demon Seszrath: CAST OUT FROM THE VILEST PITS OF DARKNESS in the Abyss, the seszrath is a horrible monstrosity composed of fused corpses and demonic essence.
It is thought that the first seszraths were created during the birth of the Abyss. However, little is known of these creatures. In particular, how they continue to spawn and from what matter they are created is a source of conjecture. Some believe that new seszraths are continually spawned by an undiscovered demon lord—perhaps an unknown primordial who manipulates the power of undeath as an affront to Orcus. Others believe that seszraths are born of a gate between the Abyss and the Shadowfell, thought to exist at the deepest levels of both planes. (Demonomicon)
Demon Shaadee: SHAADEES ARE THE RISEN MANIFESTATIONS of humanoid spellcasters who pledged their souls to the lords of the Abyss. After toiling for their demonic masters in life, these wretches discover that death does not end their servitude. (Demonomicon)
Shaadees are spawned from powerful spellcasters—wizards, sorcerers, warlocks, and others who offered their services to powerful demons to increase their own power. Such spellcasters use their dark knowledge to enslave lesser creatures, sow chaos within civilized lands, and acquire vast wealth and power. When a spellcaster bound to a demon dies, however, it becomes a shaadee—an undead demonic slave eternally serving the abyssal lord its mortal soul was pledged to. (Demonomicon)
Demon Terraghul: Formed from the Abyssal dirt of Thanatos when Codricuhn passed through Orcus’s demesne ages ago, these fiends now skulk about the many spheres orbiting around their demonic master. (Dungeon 172)
Many demons are creatures of flesh and blood, whose unceasing hatred and violence drives them to horrific acts of evil. In places where the Elemental Chaos gives way to the Abyss, however, the connections between demons and other elemental creatures become clearer. The Abyss’s innate maliciousness washes against the elemental shores and infuses it with cruelty and evil, spawning new demons from the malleable substance of creation. One such creature is the terraguhl. (Dungeon 172)
Demon Ugalga, King of Esharm: In life, Ugalga was perhaps the most destructive and evil of all the mortal demons. None of the demon princes agree on which one of them created him. (Underdark)
Demon Undead Glabrezu, Holchwier, Exarch of Orcus: ?
Demon Undead Goristro: ?
Demon Undead Marilith, Shonvurru the Blood Serpent: A marilith rewarded with undeath through service to Orcus. (E1 Death's Reach)
Demon-Like Servant: See Mummy Slithering Guardian, Demon-Like Servant.
Demonic Flameskull: See Flameskull Demonic.
Demonic Skeleton Defilade: See Skeleton Demonic Defilade.
Demonic Visage: See Visage Demonic.
Deodanth: Deodanths claim to be vampiric elves from the future, but not all of their claims hold up to scrutiny; for instance, they seem to be largely ignorant of the racial separation between the elves and the eladrin, and deodanths that claim to have been in the present for only a short time often seem ignorant of the very existence of eladrins. (Jester's 4e Monsters)
Deodanth Despondant: ?
Deodanth Eladricide: ?
Deodanth Lifesucker: ?
Deodanth Sentry: ?
Deodanth Slipper: ?
Deradas, Galam: See Ghost, Galam Deradas.
Deranged Champion: See Mummy Deranged Champion.
Desecration: See Bone Yard Desecration.
Desert Zombie: See Zombie Desert.
Desiccated Corpse With Dark Nails Shriveled Features and Evil Gleaming in its Eyes: See Wight Ashgaunt, Desiccated Corpse With Dark Nails Shriveled Features and Evil Gleaming in its Eyes.
Desiccated Husk: Ichor-ghouls that go too long without feeding shrivel and become moribund. (Orcus Game Master's Guide)
Ichor-ghouls that go too long without feeding shrivel and become moribund. Their blood-drenched flesh dries, and they become desiccated husks. (Orcus Monsters)
Dev'Shir, Dugesia: See Ghost Tormented, Dugesia Dev'Shir.
Deva Cleric Zombified: See Zombified Deva Cleric.
Deva Disincarnate: ?
Deva Fallen Star Undead: See Undead Deva Fallen Star.
Deva Zombified Cleric: See Zombified Deva Cleric.
Devil Infernal Armor Animus: THROUGH AN EVIL RITUAL, a devil can invest a suit of armor with a mortal soul. (Monster Manual 2)
Infernal armor animuses are mortal souls bound to suits of armor to serve as caches of life energy for devils. (Monster Manual 2)
Devil-Infused Ghoul: See Ghoul Devil-Infused.
Devourer: See Lich Demilich, Acererak, The Devourer.
Devourer: WHEN A RAVING MURDERER DIES, his soul passes into the Shadowfell. There it might gather flesh again to continue its lethal ways, becoming a devourer. (Monster Manual)
Devourers are created from the souls of murderers lost in the Shadowfell. (Monster Manual)
Devourers, for example, are the undead remnants of horrific murderers lured into the darkness of the Shadowfell and transformed into manifestations of great evil.
Devourer Soulspike: ?
Devourer Spirit: ?
Devourer Viscera: ?
Devourer's Spawn: Horrid necromantic leavings infused with dread energy, Devourer’s spawn are wretched things, driven by an insatiable hunger for living flesh. (Dragon 371)
Devourer’s spawn are bits of organ, tissue, and rotten flesh collected and awakened into a bestial awareness. (Dragon 371)
Devourer's Spawn Festering Morass: Spawn grow and evolve by adding organs and blood that they rip and drink from still-living victims. In time, the loosed bits coalesce into a vaguely humanoid-shaped bag of blood and meat known as a festering morass. (Dragon 371)
Devourer's Spawn Glistening Heap: ?
Dhagaram, Vykos: See Vampire, King Vykos Dhagaram.
Dhialael, Tebryn: See Vampire Lord, Kirenkirsalai, Kire, Tebryn “Shadowstalker” Dhialael.
DiCarlo, Astur: See Vampire Human Rogue 14, Astur Jyp DiCarlo.
Dilvia, Grygori: See Ghoul Ghast, Grygori Dilvia.
Dilysnia, Leo: See Vampire, Leo Dilysnia.
Dinsur, Akartos: See Vampire Lord, Akartos Dinsur of Vanholm.
Direguard: A direguard is a skeletal undead imbued with powerful magic. Foul rituals transform willing warriors into direguards, but at a price. If a direguard does not meet a specific quota of killing, it is destroyed by the dark pact that grants its power. (Monster Manual 2)
Liches and death knights perform the ritual that turns a living ally into a direguard tied to their wills. (Monster Manual 2)
Direguard Assassin: ?
Direguard Deathbringer: ?
Direhelm: Direhelms are created through a ritual from the Codex of Araunt, involving grave dirt from the tombs of warriors fallen in battle. (Forgotten Realms Campaign Guide)
Disciple Last Remaining, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Disciple of the Devourer: ?
Discord Incarnate: See Abomination Discord Incarnate.
Disease-Ridden Birds Rotten Sinister Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Disease-Ridden Birds Sinister Rotten Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Disease-Ridden Rotten Birds Sinister Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Disease-Ridden Rotten Sinister Birds Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Disease-Ridden Sinister Birds Rotten Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Disease-Ridden Sinister Rotten Birds Teeming Mass of: See Undead Raven Swarm, Screeching Cawing Whirlwind of Buffeting Wings Clawing Talons and Pecking Beaks, Teeming Mass of Sinister Rotten Disease-Ridden Birds.
Diseased Bird Black Rotting: See Undead Raven, Rotting Diseased Black Bird.
Diseased Bird Rotting Black: See Undead Raven, Rotting Diseased Black Bird.
Diseased Black Bird Rotting: See Undead Raven, Rotting Diseased Black Bird.
Diseased Black Rotting Bird: See Undead Raven, Rotting Diseased Black Bird.
Diseased Rotting Bird Black: See Undead Raven, Rotting Diseased Black Bird.
Diseased Rotting Black Bird: See Undead Raven, Rotting Diseased Black Bird.
Disfigured Vampire: See Vampire Disfigured.
Disguised Skeleton: See Skeleton Disguised.
Divine Lich: See Lich Divine.
Divinely Empowered Undead, Elder Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Dodkong: ?
Doghoul, Fester Rogue: The necromancer’s guild used to take any and all corpses they could find to help build up the population of doghouls that now roam the both halves of the Kingdom, scavenging whatever fresh corpses they can for sustenance. After an incident where a regent lord’s grandson was turned into one of these beasts without proper sanctions or permission, the generation of doghouls was put under better supervision, and the process is now guarded closely by the king’s reeves. (Mystical Kingdom of Monsters)
Doghoul Wild: ?
Dolingen, Urzana: See Vampire, Countess Lady Urzana Dolingen.
Doll Guardian: See Guardian Doll.
Doll Guardian Porcelain, Thora Petska: See Guardian Doll, Construct, Porcelain Guardian Doll, Thora Petska.
Doll Strange: See Guardian Doll, Construct, Strange Automaton, Strange Doll.
Doomsept: A doomsept is a sevenfold spirit, created by one of the rituals in the Codex of Araunt.
Doresain Exarch of Orcus, Doresain the Ghoul King, King of the Ghouls, The Ghoul King, Lord of the White Kingdom: ?
Dormant Vampire: See Vampire Dormant.
Doverspike: See Vampiric Dragon, Doverspike.
Dracolich: WHEN A POWERFUL DRAGON FORSAKES LIFE and undergoes an evil ritual to become undead, the result is a dracolich. (Monster Manual)
Dracolichs are unnatural creatures created by an evil ritual that requires a still-living dragon to serve as the ritual’s focus. When the ritual is complete, the dragon is transformed into a skeletal thing of pure malevolence. Some evil dragons willingly undergo this ritual. (Monster Manual)
A handful of evil cults possess a ritual for turning a dragon into a dracolich against its will. These cults do what they must to keep knowledge of that ritual from others. When a dragon is transformed into a dracolich with such a ritual, a linkage between the cult and the dragon is formed, and the cult gains influence over the dragon’s behavior. (Monster Manual)
As described in the Monster Manual, a dracolich is created from a powerful dragon through an evil ritual. Some dragons willingly choose to become sentient undead; others have the ritual forced upon them. Dracoliches are greedy for power and treasure, but individuals pursue other goals equally passionately. Dracoliches can arise from dragon families other than the chromatic, but chromatics are most prone to the transformation. (Draconomicon I Chromatic Dragons)
Unlike evil chromatic dragons, which turn to the magic of shadow and undeath to prolong their existence (see the dracoliches in the Monster Manual and other undead dragons in Draconomicon: Chromatic Dragons), metallic dragons use elemental magic to become eternal guardians of great treasures, ancient artifacts, and holy sites. (Draconomicon II: Metallic Dragons)
Half a millennium has passed since the Cult of the Dragon formed under the mad archmage Sammaster. He gathered followers who were drawn by his delusional visions that prophesied the eternal rule of Faerûn by undead dragons. He then formulated a process to create the first dracolich, which he recorded in his work Tome of the Dragon. (Forgotten Realms Campaign Guide)
A fettered dracolich’s intellect and perception are diminished, but it retains a strong force of personality that struggles to resurface. As a result, its behavior is unpredictable and destructive. If its phylactery is returned to it, a fettered dracolich is released from its slavery. It becomes a standard dracolich. (Forgotten Realms Campaign Guide)
Of course, this simple blessing would be of no protection against powerful necromantic magics like the ones taught regularly by the cults of Mortessal – or the dark rites that had to be called upon to create the dracolich that ravaged the eastern borders. (Wraith Recon: Enemies Within)
Dracolich, Ahmidarius: The dracoliches have warped Ahmidarius to their cause, using the power of their corrupted Wells to turn him into an insane dracolich. (Draconomicon II: Metallic Dragons)
Dracolich, Dragotha: Dragotha sought out a powerful priest of the death god, a vile human named Kyuss, who promised immortality in exchange for the dragon’s service. Dragotha agreed, and not long afterward, Tiamat’s spawn descended on him and killed him. As the dragon lay, broken and dying, Kyuss made good on his vow. Instead of restoring him to life, however, Kyuss transformed Dragotha into a terrifying dracolich. (Draconomicon I Chromatic Dragons)
Dracolich, Icristus: The heroes learned that Icristus was brought back from the dead years ago by an arcane sect called the Kalak Shun: outcast dragonborn wizards who practice necromancy. (The Dungeon Master Experience)
Dracolich, Joxinvarl: ?
Dracolich, Yorantadrios: ?
Dracolich Blackfire: ?
Dracolich Blackfire, Rukaleth: ?
Dracolich Blackfire, Xenro: This large chamber is the lair of a discontented red dragon tricked into undeath by Magrathar’s servant, Porapherah. (P3 Assault on Nightwyrm Fortress)
Xenro was once a mighty red dragon who terrified and oppressed the land. Porapherah, playing to the creature’s vanity and thirst for power, convinced him to undergo the ritual that transformed him into a blackfire dracolich. (P3 Assault on Nightwyrm Fortress)
Dracolich Bone Mongrel: A DRAGON DOES NOT BECOME this sort of dracolich by choice. A bone mongrel is created from the remains of several dead dragons to form an animate and dully sentient whole. (Draconomicon I Chromatic Dragons)
The evil ritual that creates this creature requires the bones of several dead dragons. When the ritual is complete, the disparate parts are transformed into a malevolent skeletal monstrosity. The creature hates its mockery of life but, owing to the ritual’s evil nature, cannot end its own animation. (Draconomicon I Chromatic Dragons)
A bone mongrel’s phylactery takes the form of a skeletal portion of a dragon incorporated into the dracolich, such as a tail section. (Draconomicon I Chromatic Dragons)
Dracolich Deathbringer: ?
Dracolich Dreambreath: SOMETIMES A DRAGON INTERESTED IN PROLONGING its existence discovers a way to forsake the physical limitations of animate bone and rotting wings. Dreambreath dracoliches have learned how to project a permanent dream of themselves into the waking world, where they can stalk prey through both nightmare and reality forever. (Draconomicon I Chromatic Dragons)
A formless psychic realm exists that is called various things in different places but is most often known as Dream. Here dreams cavort, heedless of the waking world—but not always. Most fade into obscurity, but their echoes resonate forever throughout Dream, giving rise to countless variations. The remnants of particularly vile dreams sometimes latch onto the dying wish of a dragon (possibly enabled through a ritual). From this union a dreambreath draco lich is born. (Draconomicon I Chromatic Dragons)
Dracolich Dreambreath, Rhao the Skullcrusher: ?
Dracolich Fettered: Some cult cells have taken to capturing young dragons and putting them through a modified ritual of ascension. This ritual ties the dragon’s will to whoever holds its phylactery, resulting in a fettered dracolich. (Forgotten Realms Campaign Guide)
Dracolich Huge: ?
Dracolich Icewrought: When a white dragon grows close to death, it might seek the Heart of Absolute Winter, which is either a location or a ritual, depending on which tome or sage one consults. A full year later, an icewrought dracolich emerges in the midst of a howling winter storm. White dragons might do this because they have one or more clutches of eggs yet unhatched, and at the end of their lives, they suddenly grow concerned about their progeny. (Draconomicon I Chromatic Dragons)
Dracolich Runescribed: ?
Dracolich Runescribed, Anabraxis the Black Talon: ?
Dracolich Runescribed, Consort of Tiamat: ?
Dracolich Runescribed, Melathaur: ?
Dracolich Stoneborn: SOMETIMES WHEN A DRAGON DIES, its body comes to rest at the bottom of a lake or a slow-moving river. The corpse is covered over and protected by silt, dirt, and loose rock, slowing the natural process of decay. Over vast periods of time, the bone is replaced by stone-hard mineral. (Draconomicon I Chromatic Dragons)
Unlike other fossilized remains, the decaying forms of dragons still retain a spark of magic. When such bones are uncovered, they can spontaneously arise as stoneborn dracoliches. Occasionally sorcerers raise the bones by inscribing them with necromantic sigils. (Draconomicon I Chromatic Dragons)
Stoneborn dracoliches arise spontaneously when their remains are uncovered, or when a nearby powerful magical event triggers the animation of the long-quiescent bones. (Draconomicon I Chromatic Dragons)
A necromantic ritual exists to rouse a collection of fossilized dragon bones, turning them into a stoneborn dracolich. As with other kinds of dracoliches, only the original creator can influence the actions of a stoneborn dracolich while possessing its phylactery—others who later gain the phylactery have no power over it. A stoneborn’s phylactery takes the form of a petrified tooth or claw removed from the dragon’s remains. (Draconomicon I Chromatic Dragons)
Draconic Wraith: See Wraith Draconic.
Draconic Wraith Soulbinder: See Wraith Draconic Soulbinder.
Draconic Wraith Souleater: See Wraith Draconic Souleater.
Draconic Wraith Soulgrinder: See Wraith Draconic Soulgrinder.
Draconic Wraith Soulravager: See Wraith Draconic Soulravager.
Draconic Wraith Wyrm-Wisp: See Wraith Draconic Wyrm-Wisp.
Draconic Zombie: See Zombie Draconic.
Draconic Zombie Deathless Hunger: See Zombie Draconic Deathless Hunger.
Draconic Zombie Rancid Tide: See Zombie Draconic Rancid Tide.
Draconic Zombie Rotclaw: See Zombie Draconic Rotclaw.
Draconic Zombie Winged Putrescence: See Zombie Draconic Winged Putrescence.
Dragas: Unlike the rest of the faceless horde, each dragas is unique, called to un-life by a demonic patron. (Death Dealer Shadows of Mirahan)
This chamber is home to a mother dragas: the fearsomely large winged demon that spawned the flights of dragas that now hunt the skies over Iparsia. (Death Dealer Shadows of Mirahan)
Dragas Mother: See Mother Dragas.
Dragon Adult Black Lich: See Lich Dragon Black Adult.
Dragon Black Adult Lich: See Lich Dragon Black Adult.
Dragon Catastrophic: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon Catastrophic: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon Demilich: See Lich Demilich Dragon.
Dragon Earthquake Elder: Before the adventurers can reach the tower, they have to get past the guards – two dragons that have undergone Barrowmere’s vile experiments, leaving them in a constant pain and somewhere between life and undeath. (P3 Conversion)
Cauldrus has left his creations to guard the stone catwalks leading to the Tower of Undeath, He hopes that the elemental nature of the catastrophic dragons insulates them from the degeneration caused by a series of undead grafts, and he is waiting to see the results after the dragons starve to death. (P3 Conversion)
The dragons are still alive, but due to the Barrowmere patriarch’s experiments, they count as both living and undead for the purpose of powers and abilities that affect creatures of either sort. (P3 Conversion)
Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon Elder Earthquake: See Dragon Earthquake Elder.
Dragon Elder Volcanic: See Dragon Volcanic Elder.
Dragon Overlord Red Skeletal: See Skeletal Dragon Red Overlord.
Dragon Overlord Skeletal Red: See Skeletal Dragon Red Overlord.
Dragon Red Overlord Skeletal: See Skeletal Dragon Red Overlord.
Dragon Red Undead: See Undead Dragon Red.
Dragon Red Skeletal Overlord: See Skeletal Dragon Red Overlord.
Dragon Shell: See Forsaken Shell Dragon Shell.
Dragon Silver Undead: See Undead Dragon Silver.
Dragon Skeletal: See Skeletal Dragon.
Dragon Skeletal Overlord Red: See Skeletal Dragon Red Overlord.
Dragon Skeletal Red Overlord: See Skeletal Dragon Red Overlord.
Dragon Snarling: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon Snarling: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Dragon That Has Undergone Barrowmere's Vile Experiments: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon That Has Undergone Barrowmere's Vile Experiments: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Dragon Tooth Warrior: Dragon Tooth magic item. (Dragon 429)
Dragon Turtle Undead Dragon Turtle: Necromancers created more than one undead dragon turtle from those slain in the lake. (Forgotten Realms Campaign Guide)
Dragon Undead: See Undead Dragon.
Dragon Undead Red: See Undead Dragon Red.
Dragon Undead Silver: See Undead Dragon Silver.
Dragon Vampiric: See Vampiric Dragon.
Dragon Volcanic Elder: Before the adventurers can reach the tower, they have to get past the guards – two dragons that have undergone Barrowmere’s vile experiments, leaving them in a constant pain and somewhere between life and undeath. (P3 Conversion)
Cauldrus has left his creations to guard the stone catwalks leading to the Tower of Undeath, He hopes that the elemental nature of the catastrophic dragons insulates them from the degeneration caused by a series of undead grafts, and he is waiting to see the results after the dragons starve to death. (P3 Conversion)
The dragons are still alive, but due to the Barrowmere patriarch’s experiments, they count as both living and undead for the purpose of powers and abilities that affect creatures of either sort. (P3 Conversion)
Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon: ?
Dragonborn Specter: See Specter Dragonborn.
Dragonborn Vampire Lord: See Vampire Lord Dragonborn
Dragonclaw Swarm: See Crawling Claw Dragonclaw Swarm.
Dragonscale Slough: See Deathtritus Dragonscale Slough.
Dragotha: See Dracolich, Dragotha.
Drakkensteed Grave-Born: A few powerful spellcasters have developed a ritual to reanimate drakkensteeds as a particular form of undead. These undead creatures generate internal necrotic energy and retain many of the instincts that make drakkensteeds such coveted mounts. (Draconomicon II: Metallic Dragons)
Dread Archer: See Dread Warrior Dread Archer.
Dread Bonespitter: Tiamat has suffused the brood mother’s chamber with necrotic energy, hoping to create half-alive, half-undead hatchlings. (Dungeon 175)
Dread Demon Zombie: See Zombie Dread Demon, Skeletal Minion.
Dread Guardian: See Dread Warrior Dread Guardian.
Dread Hoarpanther Zombie: See Zombie Dread Hoarpanther.
Dread Knight: See Githyanki Dread Knight.
Dread Marauder: See Dread Warrior Dread Marauder.
Dread Protector: See Dread Warrior Dread Protector.
Dread Reaper Specter: See Specter Dread Reaper.
Dread Skeletal Swarm: See Skeleton Dread Skeletal Swarm.
Dread Spectral Hound: ?
Dread Walker Zombie: See Zombie Dread Walker.
Dread Warlock: Only the liche priests can create dread warlocks through their own insidious rituals, making these powerful undead magic wielders out of devoted necromancers and fanatical priests. The process is brutal and lengthy, with all of the recipient’s organs being removed through necromantic surgery before being replaced with several pouches of required elements and implements. The body is then sewn back up with the skull of animated servant nestled within the organ cavity. It is said that the skull speaks to the newly risen dread warlock, goading him to do Mortessal’s bidding as she floods his body with new, dark powers. (Wraith Recon: Enemies Within)
They are infused with Mortessal’s essence of darkness, and being protected against elemental shadow and necrotic energies will go a long way to surviving an encounter with one. (Wraith Recon: Enemies Within)
Dread Warrior: UNHOLY RITUALS THAT CALL FORTH UNDEAD HULKS usually raise shambling, mindless creatures. Dread warriors, on the other hand, rise to unlife possessed of enough martial skill to serve as formidable guardians. Each dread warrior is created with an unbreakable connection to its master that makes it utterly loyal. (Monster Manual 3)
Legend holds that the priests of Bane were the first to craft these warriors, creating them from the corpses of potent enemies. (Monster Manual 3)
THAY’S NECROMANCERS ARE AMONG THE BEST in the world, and their undead creations are simply more capable and enduring than others. Thay produces more than its share of shambling corpses, but its Dread Legions contain a significant number of intelligent skeletons and zombies. Known as dread warriors, these evil undead can follow orders, communicate, and fight just as well as a living counterpart, but they do so without fear of death. (Forgotten Realms Campaign Guide)
“Dread warrior” is a template you can apply to any humanoid creature to represent one of these Thayan monstrosities. (Forgotten Realms Campaign Guide)
Dread Warrior, Ukulsid, Fang of Yeenoghu: ?
Dread Warrior Dread Archer: A necromancer creates dread archers to shoot anyone who attempts to approach the spellcaster or his or her fortification. (Monster Manual 3)
Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors. (Dungeon 207)
Dread Warrior Dread Guardian: ?
Dread Warrior Dread Marauder: Strahd temporarily released Patrina Kelikovna from her crypt so she could exact her revenge upon her kin, using Lysaga Hill’s evil to turn the elves into her undead servitors. (Dungeon 207)
Dread Warrior Dread Protector: Stories tell of powerful necromancers creating a dozen dread protectors to scatter about their bedrooms and workstations. (Monster Manual 3)
Dread Wight: See Wight Dread.
Dread Wraith: See Wraith Dread.
Dread Wraith Free-Willed: See Wraith Dread Free-Willed.
Dread Zombie: See Zombie Dread.
Dread Zombie: See Zombie Strahd's Dread.
Dread Zombie Hoarpanther: See Zombie Dread Hoarpanther.
Dread Zombie Walker: See Zombie Dread Walker.
Dreadclaw: Karrnathi traditions and those of the Skull born of Aerenal have mixed under the purview of the Emerald Claw. Claw necromancers raise dread claws by treating living humanoids with a toxin that reacts to a necromantic catalyst. The toxin kills the humanoid and prepares it for a dark ritual. (Seekers of the Ashen Crown)
Dreadclaw Darkliege: ?
Dreadclaw Darkliege, Yeraa: ?
Dreadcalw Reaver: ?
Dreadclaw Reaver Goblin: ?
Dreadclaw Soulbound, Gydd Nephret: ?
Dreambreath Dracolich: See Dracolich Dreambreath.
Dregoth, Sorcerer-King: He burns for vengeance against the other sorcerer-kings, who slew him centuries ago but neglected to prevent his fell rebirth. (Dark Sun Creature Catalog)
Abalach-Re warned the other city-states’ overlords, and they partnered to destroy Giustenal and its defiler dragon monarch. The shattering of Giustenal scattered the surviving dragonborn inhabitants and flooded the spirit world with the trapped souls of those who died in the titanic arcane battle. Giustenal became a literal city of ghosts. The sorcerer-kings ultimately failed in their task, though. Dregoth returned to Athas as a monstrous and powerful undead being. (Dark Sun Creature Catalog)
Almost two thousand years ago, the other sorcerer-kings conspired to kill Dregoth, fearing his growing strength. The resulting magical duel turned Giustenal into a vast tomb. In the end, Dregoth fell dead, and his opponents left the ruined city to the desert. But with the last of his power, Dregoth made the transition to undeath. (Dark Sun Campaign Setting)
Drelnza: See Vampire Warrior-Maiden, Drelnza.
Dremaine, Gaston: See Vampire, Count Gaston Dremaine.
Drow Vampire Spawn: See Vampire Spawn Drow.
Drow Battle Wight: See Wight Battle Drow.
Drow Battle Wight Commander: See Wight Battle Commander Drow.
Drow Black Ebony, Zirithian the Unfettered: See Vampire, Ebony Black Drow, Exarch, Heavy Hitter, Hordemaster, Loyal Vassal, Warrior, Zirithian the Unfettered.
Drow Ebony Black, Zirithian the Unfettered: See Vampire, Ebony Black Drow, Exarch, Heavy Hitter, Hordemaster, Loyal Vassal, Warrior, Zirithian the Unfettered.
Drow Ghoul Horde: See Ghoul Horde Drow.
Drow Horde Ghoul: See Ghoul Horde Drow.
Drow Lich, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Drow Undead: See Undead Drow.
Drow Vampire Spawn: See Vampire Spawn Drow.
Drow Wight Battle Commander: See Wight Battle Commander Drow.
Drow Wight Battle: See Wight Battle Drow.
Drowned Dead of Odiem: The blood of the ancient demon Ashima-Shimtu has dripped into the sea for centuries, and now she is bound to the island. She is aware vaguely of everything happening on the surface of the island, and can occasionally extend her influence. Though her blood powers the undead, she does not control them. (Zeitgeist 4 Always on Time)
The blood of the ancient demon Ashima-Shimtu has dripped into the sea for centuries, and now she is bound to the island. She is aware vaguely of everything happening on the surface of the island, and can occasionally extend her influence. Though her blood powers the undead, she does not control them. (Zeitgeist Act One The Investigation Begins)
Drowned Ghost: See Ghost Drowned.
Drowned One: See Zombie Drowned One.
Dru: See Vampire, Drusilla, Dru.
Drusilla: See Vampire, Drusilla, Dru.
Drzak: See Death Knight, False Sir Keegan/Sir Drzak.
Duchess of Death: See Vampire, Duchess of Death.
Dugesia Dev'Shir: See Ghost Tormented, Dugesia Dev'Shir.
Duke of Shadows: See Vampire, Duke of Shadows.
Duke of Whispers: See Vampire, Duke of Whispers.
Dune Runner Wight: See Wight Dune Runner.
Dust Lord: See Lich, Heavy Hitter, Lord Dust.
Dvalinna: See Lich Lesser Dragon-Lich, Dvalinna.
Dwarf Death Knight Warlord: See Death Knight Dwarf Warlord.
Dwarf Ghost: See Ghost Dwarf.
Dwarf Ghoul: See Ghoul Dwarf.
Dwarf Lich: See Lich Dwarf.
Dwarf Mighty Warlord, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarf Spirit: See Ghost Dwarf Spirit.
Dwarf Undead, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarf Vampire: See Vampire Dwarf.
Dwarf Warlord, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarf Warlord Death Knight: See Death Knight Dwarf Warlord.
Dwarf Warlord Mighty, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarven Black Knight, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarven Bonsehard Skeleton: See Skeleton Dwarven Bonsehard.
Dwarven Decrepit Skeleton: See Skeleton Dwarven Decrepit.
Dwarven Knight Black, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Dwarven Vampire: See Vampire Dwarven, Uppyr.
Dwarven Wight: See Wight Dwarven.
Dyneera Madar: See Wraith Weeping, Dyneera Madar.
Dyrn, Terrus: See Lich, Terrus Dyrn.
Earthquake Dragon Elder: See Dragon Earthquake Elder.
Earthquake Elder Dragon: See Dragon Earthquake Elder.
Eata Sindalain: See Wraith, Eata Sindalain.
Ebon Riders Member of the, Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Ebony Black Drow, Zirithian the Unfettered: See Vampire, Ebony Black Drow, Exarch, Heavy Hitter, Hordemaster, Loyal Vassal, Warrior, Zirithian the Unfettered.
Echo of Despair: ?
Echo of Madness: ?
Echo Spirit: Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth's recent corruption of the area has awakened one of these remnants as an angry undead creature. (Beyond the Crystal Cave)
Life-giving magic from the fey crossing preserved the spiritual remains of those who have died here over the ages, but Soryth’s recent corruption of the area has awakened one of these remnants as an angry undead creature. (Dungeon 211)
Echo Spirit Spirit Echo: An echo spirit's Spiritual Echoes power. (Beyond the Crystal Cave)
Echo Spirit's Spiritual Echoes power. (Dungeon 211)
Eladrin Lich: See Lich Eladrin.
Eladrin Mage Powerful, Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Eladrin Necromancer, Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Eladrin Powerful Mage, Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Eladrin Traitor, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Eladrin Vampire Lord: See Vampire Lord Eladrin.
Eladrin Woman Young, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Eladrin Young Woman, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum: See Vyrellis Corpse, Accursed Sister, Aunt, Black Sheep, Daughter, Eladrin Traitor, More Troubling Presence, Sister, Young Eladrin Woman, Younger Sister, Vyrellis the Cursed, Betrayer of Blood and Land, Sugarplum.
Elder Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Elder Brain Undead: See Undead Elder Brain.
Elder Breath Dragon: See Breath Dragon Elder.
Elder Dragon Earthquake: See Dragon Earthquake Elder.
Elder Dragon Volcanic: See Dragon Volcanic Elder.
Elder Earthquake Dragon: See Dragon Earthquake Elder.
Elder Miasma: See Miasma Elder Miasma.
Elder Ulgurstasta: See Ulgurstasta Elder.
Elder Undying: See Undying Elder.
Elder Vampire Spawn: See Vampire Spawn Elder.
Elder Volcanic Dragon: See Dragon Volcanic Elder.
Elderly Woman: See Ghost of Sartine's Mother, Elderly Woman.
Eldor Von Lippsor: See Vampire, Sir Eldor Von Lippsor.
Eldreth Zanderraum: See Flameskull, Eldreth Zanderraum.
Eldritch Phantom: ?
Elemental Vampire: See Wendigo, Elemental Vampire.
Elisa: See Ghoul, Elisa.
Elite Deathlock Wight: See Wight Elite Deathlock.
Elite Mad Wraith: See Wraith Elite Mad.
Elite Phantom Warrior: See Phantom Warrior Elite Phantom Warrior.
Elite Skeleton: See Skeleton Troop Captain, Elite Skeleton.
Elite Sword Wraith: See Wraith Elite Sword.
Elomir: Elomir returned from death “by the Blood Lord.” (Dungeon 163)
In death, Elomir made a deal with Orcus—a deal for immortality, power, and revenge. (Dungeon 163)
Elven Decrepit Skeleton: See Skeleton Elven Decrepit.
Elven Runefire Skeleton: See Skeleton Elven Runefire.
Elven Skeleton: See Skeleton Elven.
Elven Vampire: See Vampire Elven, Craenag-Follei.
Elven Warrior Skeleton: See Skeleton Elven Warrior.
Elziba Caulwik: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Emaciated Child Gray With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head Gray: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Emaciated Gray Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Emaciated Humanoid With Mummified Black Skin: See Runecursed, Corpse Animated By Necrotic Magic, Emaciated Humanoid With Mummified Black Skin, Evil Sadistic Killer, Horror.
Empowered Councilor: See Ghost Council Empowered Councilor.
Empowered Divinely Undead, Elder Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Empowered Undead Divinely, Elder Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Enerith Dartonith: See Undying, Lord Enerith Dartonith.
Entity Massive Undead: See Undead Entity Massive.
Entity Undead Massive: See Undead Entity Massive.
Entombed: The entombed are the undead forms of creatures whose bodies are preserved by being encased in shells of ice- but are still able to move or kill. Though the corpse at the core of an entombed is typically that of a human or other creature of similar stature, with its shell of ice the creature is the size of an ogre. The corpse at the core of an entombed is very well preserved, though often the skin will turn bluish, and the face of the body is usually frozen in a rictus of fear or sorrow. (Jester's 4e Monsters)
Entombed Hag: ?
Entombed Cryomancer: ?
Entropic Reaper: See Reaper Entropic Reaper
Envious Viceling: See Viceling Envious.
Eris the Red: See Vampire, Eris the Red.
Esmaran: See Vampire Elven, Esmaran
Esme: See Ghost Tormenting, Janus Gull, Esme.
Espera: See Larva Mage, Espera.
Etana: See Vampire Lamia, Etana.
Eternal Tyrant Essence: See Beholder Eternal Tyrant Essence.
Ettercap Exokeletal Gang: ?
Evija: See Attic Whisperer, Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Secondary Guardian, Spy, Evija.
Evil Killer Sadistic: See Runecursed, Corpse Animated By Necrotic Magic, Emaciated Humanoid With Mummified Black Skin, Evil Sadistic Killer, Horror.
Evil Lich-King: See Lich-King Evil.
Evil Sadistic Killer: See Runecursed, Corpse Animated By Necrotic Magic, Emaciated Humanoid With Mummified Black Skin, Evil Sadistic Killer, Horror.
Exalted Brain in a Jar: See Brain in a Jar Exalted.
Exarch, Zirithian the Unfettered: See Vampire, Ebony Black Drow, Exarch, Heavy Hitter, Hordemaster, Loyal Vassal, Warrior, Zirithian the Unfettered.
Exarch of Orcus, Elder Arantham: See Huecuva, Divinely Empowered Undead, Exarch of Orcus, Undead Priest, Elder Arantham.
Exceedingly Powerful Opponent, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Eye of Death: See Beholder Undead Eye of Death.
Eye of Fear and Flame: See Flameharrow, Eye of Fear and Flame.
Failed Sacrifice: See Skeleton Failed Sacrifice.
Failed Sacrifice Greater: See Skeleton Failed Sacrifice Greater.
Faithless Knight: See Unhallowed Faithless Knight, Unhallowed Knight.
Fallen Angel of Death: Nerull’s angels carried plagues and death to the natural world. It was their task to harvest souls and bring them to their master. After the Raven Queen defeated the god and stole his power, the fallen angels of death fled to the Shadowfell’s darkest corners, and over the centuries the constant exposure to necrotic energies perverted their life force. (The Book of Vile Darkness)
Fallen Archon, Jesepha: The trumpet archon Jesepha failed to protect Trilla decades ago, and she was slain by Drakus Coaltongue. Corrupted in death, the celestial has returned as a dread wraith sovereign trumpet archon as Trilla’s fate becomes tied to the world’s. This heinous undead being is composed in equal parts of sacrilege, cruelty, and hate. (War of the Burning Sky 4e 10 Sleep Ye Cursed Child)
Fallen Knight: ?
Fallen Lama: See Vampire Lord Monk, Ming Cha, The Fallen Lama.
False Sir Keegan/Sir Drzak: See Death Knight, False Sir Keegan/Sir Drzak.
Famine Hound: See Hound Death Famine Hound.
Famine Spirit: See Ghost Famine Spirit.
Famous Undead: See Undead Famous.
Fang of Yeenoghu: See Dread Warrior, Ukulsid, Fang of Yeenoghu.
Fast Counter Very: See Jiang-Shi, Very Fast Counter.
Fast Very Counter: See Jiang-Shi, Very Fast Counter.
Fast Zombie: See Zombie Fast.
Fear Moth: See Undead Aviary Fear Moth.
Fearful Whispers: The custodians of the vault slain by Shar-Thom so many years ago have returned as undead, their spirits unable to escape the pull of the Codex and are bound within the vault until the book is destroyed. While most of these undead are creatures like arcanashades and runecursed, some exist merely as presences that manifest as fearful whispers or unnatural chills. (Dungeon Crawl Classics #64: Codex of the Damned)
Fearsome Apparition: See Apparition Fearsome.
Fearsome Undead: See Undead Fearsome.
Feaster of Flesh and Souls: ?
Feasting Zombie: See Zombie Feasting.
Feeble Dead: ?
Feline Lich: See Lich Feline.
Fell: These are some of the men from Fernglade. Though they look like badly wounded survivors of a battle, they were in fact killed in that battle and have returned an undead Fell. (Midnight Chronicles: The Heart of Erenland)
Fell Skeleton: See Skeleton Karkothi Fell Skeleton.
Fell Troll Wraith: See Wraith Fell Troll.
Fellforged: Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons. (Halls of the Mountain King)
Dissected corpses, bubbling solutions, and half-finished constructs all compete for space here. Urzana uses the lab to create undead and fellforged and refine the gold fever plague into ever more virulent strains. (Halls of the Mountain King)
Fellforged are the castoff scrap metal of Zobeck’s Clockwork Watchmen. They gain a foul sentience when the bodies, especially constructed to house the spirits of the dead, come into contact with curious wraiths yearning to feel the corporeal world again. (Iron Gazetteer)
The clockwork bodies trap the wraiths, which dulls many of their supernatural abilities and gives them corporeal form. The wraiths, in turn, learn to twist the bodies to their own use—going so far as to destroy the body in their attempts to harm the living, even if their corrupted spirits die along with it. (Iron Gazetteer)
Fellforged are clockwork creatures given foul sentience when their bodies—specially constructed to house the spirits of the dead—come into contact with wraith-like creatures called deathshade wisps that yearn to wreak havoc on the corporeal world. Trapping the wisps in these constructs, though dulling many of their supernatural abilities, gives their terrible anger a physical form. (Midgard Bestiary for 4th Edition D&D)
Fellforged Old Master: This was once the chamber where the six founding council members of the Illuminated Brotherhood met with their brethren. As old age set in, the founders and their followers sought immortality for the masters, and the great craftsman Bartholomeus constructed the golden clockwork receptacles that would house the souls of the dwarves. (Halls of the Mountain King)
Unlike the fellforged found in the back alleys of the Gear District of Zobeck, where errant wraiths find discarded clockwork bodies to inhabit, the Old Masters are the result of centuries-old dwarven souls in stoutly forged clockwork bodies slowly souring and fragmenting with the progress of eons. Built to house the spirits of the dead, these fellforged frames hold trapped souls cursed with immortality and an imprisonment they cannot escape. The orichalcum in their gears, along with the mountain’s corrupting radiation, twisted these once-proud beings into spiteful creatures willing to destroy even their own bodies to see life extinguished. (Halls of the Mountain King)
Female Figure Gaunt: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Female Gaunt Figure: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Feral Vampire: See Vampire Feral.
Ferranifer: See Vampire Lord, Mistress Ferranifer.
Fester Rogue: See Doghoul, Fester Rogue.
Festering Morass: See Devourer's Spawn Festering Morass.
Fettered Dracolich: See Dracolich Fettered.
Fey Bodak Skulk: See Bodak Skulk Fey.
Fey Lingerer: THE PASSIONS AND OBSESSIONS of some strong-willed eladrin can drive them even after death. When their physical forms are ruined, their spirits lash out at their slayers. (Monster Manual 2)
Fey lingerers are eladrin knights and wizards who refuse to die. They are not the gracious and mannered eladrin of the fey court, but are twisted and depraved, withdrawn from elven grace. (Monster Manual 2)
When they are destroyed, fey lingerers transform into vengeful incorporeal spirits. (Monster Manual 2)
Fey Lingerer Fey-Encanter Vestige: Fey Lingerer Lingerer Fell Incanter Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Fey-Knight Vestige: Fey Lingerer Lingerer Knight Vestige Transformation power. (Monster Manual 2)
Fey Lingerer Lingerer Fell Incanter: ?
Fey Lingerer Lingerer Knight: ?
Fey Undead: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Fey-Encanter Vestige: See Fey Lingerer Fey-Encanter Vestige.
Fey-Knight Vestige: See Fey Lingerer Fey-Knight Vestige.
Field Ghoul: See Ghoul Field.
Fiend of Unsurpassed Power Undead, Salt-Tongue, Saacata: See Lich Dragon Black Adult, Undead Fiend of Unsurpassed Power, Salt-Tongue, Saacata.
Fiend Undead of Unsurpassed Power, Salt-Tongue, Saacata: See Lich Dragon Black Adult, Undead Fiend of Unsurpassed Power, Salt-Tongue, Saacata.
Fiery Undead: See Burning Dead, Fiery Undead.
Fighter Bloodthirsty Remorseless Savage, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Fighter Bloodthirsty Savage Remorseless, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Fighter Remorseless Bloodthirsty Savage, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Fighter Remorseless Savage Bloodthirsty, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Fighter Savage Bloodthirsty Remorseless, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Fighter Savage Remorseless Bloodthirsty, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight: See Death Knight Dwarf Warlord, Black Dwarven Knight, Dwarf Warlord, Mighty Dwarf Warlord, Savage Bloodthirsty Remorseless Fighter, Undead Dwarf, Mauglurien the Black Dragon, Mauglurien of the Ebon Riders, The Black Knight.
Figment Wraith: See Wraith Figment.
Figure Female Gaunt: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Figure Gaunt Female: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Figure Mummified, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Figure Robed: See Arcanashade, Malicious Creature, Robed Figure, Spirit.
Figure Skeletal: See Skeleton Revenant, Skeletal Figure.
Filching Wraith: See Wraith Filching.
Fin: See Ghost, Fin.
Findle the Minstrel: See Ghoul, Findle the Minstrel.
Firbolg Shell: See Forsaken Shell Firbolg Shell.
Fire Giant Death Knight: See Death Knight Fire Giant.
Fire Giant Flameskull: See Flameskull Fire Giant.
Fire Specter: See Specter Fire.
Fire Warped Wraith: See Wraith Fire Warped.
Fire Wendigo: See Wendigo Fire.
Firefly Adze Swarm: See Adze Firefly Swarm.
Firesworn, Avor: See Ashen Soul, Avor Firesworn.
Fish Undead: See Undead Fish.
Flame: See Dragon Demilich, Flame.
Flame: See Skeletal Dragon, Flame.
Flameborn Zombie: See Zombie Flameborn.
Flameharrow, Eye of Fear and Flame: Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman. (Dragon Magazine Annual)
Flameharrows are created by powers of vile chaos—some say Orcus—to spread pain and misery. The animating spirit of the creature is smelted from the soul of a homicidal madman. (Dragon 364)
Flameharrow, Culdred: Culdred is Hazakhul’s favored apprentice. He oversees the watchtowers when not studying the necromantic arts to further understand and exploit the effects his master’s failed ritual had on them. Through his studies he has altered his already unnatural state to become a flameharrow.
In a flawed attempt to recover the primordial spirit, Hazakhul triggered a devastating, cataclysmic eruption. An unexpected by-product of the ritual channeled forces from the Elemental Chaos into the heart of his stronghold. The pyromancer and his servants perished, but twisted fire and necromancy reanimated them into undead creatures. (Dungeon 216)
Flameharrow Lord: ?
Flameskull: CREATED FROM THE SKULLS OF WIZARDS and other spellcasters, flameskulls serve as intelligent undead guardians. (Monster Manual)
Rituals for creating flameskulls are ancient, so flameskulls exist in places lost to history. (Monster Manual)
Once Vadin is dead, trouble in the catacombs quickly fades away. Until that time, however, the priest takes advantage of any retreat by the adventurers to reinforce his undead guardians. He can't replace every monster the adventurers destroy, however. His ability to create undead is limited to the skeletal guardians and the flameskull. (Madness at Gardmore Abbey)
Flameskull, Eldreth Zanderraum: ?
Flameskull Blackfire: ?
Flameskull Dark: ?
Flameskull Demonic: ?
Flameskull Fire Giant: ?
Flameskull Ghostfire: ?
Flameskull Great: ?
Flameskull Lesser: The bone swarm is made up of the charred bones of five custodians whom Shar-Thom roasted with fire magic. The custodians’ heads transformed into free-willed lesser flameskulls (hence their evil alignment). (Dungeon Crawl Classics #64: Codex of the Damned)
Flameskull Lesser, Free-Willed Lesser Flameskull: ?
Flameskull Lesser Free-Willed: See Flameskull Lesser, Free-Willed Lesser Flameskull.
Flameskull Lord, The Bright Lord of Everburning Fire: ?
Flayed Crawler: See Zombie Flayed Crawler.
Flayed Horror: Flayed horrors are undead created by particularly evil and cruel necromancers to serve as guardians or bodyguards. The process of creating a flayed horror requires a living, humanoid victim, who is slowly and torturously flayed alive. The terrible pain and horror suffered by the victim, as well as no small amount of necromantic energy, is combined to provide the spark of undeath necessary to animate the flayed horror. (Blackdirge's Dungeon Denizens)
Flayed horrors are created through a horrific necromantic ritual called the flensing. The unfortunate individuals forced to endure this ritual are slowly flayed alive, and just before death, their bodies are infused with necromantic energy. This process creates a skinless, undead abomination, wracked with constant pain, and eager to replace its lost skin with that of humanoid victims. (Blackdirge's Dungeon Denizens)
Flayed horrors are created through a horrific necromantic ritual called the flensing. The unfortunate individuals forced to endure this ritual are slowly flayed alive, and, just before death, their bodies are infused with necromantic energy. This process creates a skinless, undead abomination, wracked with constant pain, and eager to replace its lost skin with that of humanoid victims. (Dungeon Crawl Classics #64: Codex of the Damned)
Two of the flayed horrors are new recruits created from the corpses of two of the missing town guards (recognizable by patches of uniform still clinging to their bodies). (Dungeon Crawl Classics #64: Codex of the Damned)
Any PCs stripped of their skin and killed are animated as flayed horrors and their skins added to the Codex. (Dungeon Crawl Classics #64: Codex of the Damned)
Shar-Thom's Create Flayed Horror power. (Dungeon Crawl Classics #64: Codex of the Damned)
Flayed Horror, Hideous Undead That Looks Like a Flayed Animated Corpse, Humanoid Whose Skin Has Been Flayed Off, Skinless Undead Abomination: ?
Flayed Man: It appears as a humanoid, and tattered bits of skin cling to the fat, muscle, and sinew exposed by the terrible magic that created it, its eyes burning with unspeakable malevolence. (Freeport Companion 4e)
Flayed men represent yet another pitfall of mortal ambition. The procedure for attaining lichdom is perilous indeed, and those incautious fools who dabble in the black arts are at risk of major mishap when they attempt to circumvent the natural order. Flayed men are created whenever a mortal seeks to transcend death and become a lich, but fails to attain the proper ingredients or is otherwise interrupted while in the midst of the ritual. The flesh sloughs from the necromancer’s body in pieces, leaving curled bits of skin to writhe atop of the glistening muscle and sinew. (Freeport Companion 4e)
Flesh of the Toad: ?
Flesh Ripper: Flesh Rippers are murderers who took pleasure in mutilating their victims before leaving the bodies to rot, which has been given undeath as a reward in their afterlife by Orcus. (H2 Conversion)
Flesh Tapestry: Talther Yorn stitched and animated this undead creature, which tears itself free of the iron rod and flops across the floor in pursuit of prey. (Dungeon 211)
Flesh-Crazed Zombie: See Zombie Flesh-Crazed.
Fleshless Janissary: ?
Fleshripper: See Vampire Spawn Fleshripper.
Flickering Visage: See Visage Flickering.
Floating Humanoid Majestic, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Floating Majestic Humanoid, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Fodder Cannon: See Vampire Spawn Bloodstalker, Cannon Fodder.
Foetid Dead: ?
Follower Undead: See Undead Follower.
Folthwaite, Ander: See Ghost Gnome Sorcerer 16, Ander Folthwaite.
Fomorian Totemist: ?
Force Specter: See Specter Force.
Forge Wisp Wraith: See Wraith Forge Wisp.
Forgewraith: A FORGEWRAITH IS AN UNDEAD HUMANOID whose spirit was extinguished and rekindled in the fires of a furnace or a forge. (Dungeon Magazine Annual Vol. 1)
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mix with unleashed magic to form a humanoid spirit of monstrous hate. (Dungeon Magazine Annual Vol. 1)
A forgewraith is an undead humanoid whose spirit was extinguished and rekindled in the fires of a furnace or forge. (Dungeon 167)
Forgewraiths are born in the fires that feed arcane industry. (Dungeon 167)
Most forgewraiths form when numerous humanoids die in a fiery disaster on a developed site. The souls pass on, but the pain and fire mixes with unleashed magic to form a humanoid spirit of monstrous hate. (Dungeon 167)
Although most forgewraiths are amalgams of several spirits instead of a truly sentient and souled undead, some are more like a ghost or specter. Such forgewraiths retain a soul and a personality—frequently that of a person who was evil in life. (Dungeon 167)
Forgewraith, Haestus d'Cannith: I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled in death. I am a soul alight with the forge’s fire. (Dungeon Magazine Annual Vol. 1)
“I am something between living and dead, and greater than either. My power in life allowed my spirit to remain kindled even in death. I am a soul alight with the forge’s fire.” (Dungeon 167)
Form Ghostly: See Apparition Fearsome, Ghostly Form, Specter.
Form Horrid of Undead, Kalanuu, The Mad Scribe: See Skeletal Humanoid, Horrid Form of Undead, Robed Skeleton, Skeleton, Kalanuu, The Mad Scribe.
Form Man-Shaped Vaguely: See Specter, Vaguely Man-Shaped Form.
Form of Undead Horrid, Kalanuu, The Mad Scribe: See Skeletal Humanoid, Horrid Form of Undead, Robed Skeleton, Skeleton, Kalanuu, The Mad Scribe.
Form of Undead Particularly Horrid: See Zombie Juju, Beast, Corporeal Undead, Corpse-Like Humanoid, Creation, Horrible Walking Corpse, Horrific Undead Monstrosity, Particularly Horrid Form of Undead, Terrifying Undead Abomination, Undead Abomination, Undead Fey, Undead Horror, Undead Minion, Walking Corpse, Zombie-Like Creature.
Form Shadowy: See Shadow Reflection, Shadow Minion, Shadowy Form.
Form Vaguely Man-Shaped: See Specter, Vaguely Man-Shaped Form.
Former Advisor: See Specter Grell, Former Advisor.
Former Ally, Vard, Founder of Vardar, King of All Trolls, Troll King of Old, True King of All Trolls: See Undead Troll King, Former Ally, Immense Troll, Vard, Founder of Vardar, King of All Trolls, Troll King of Old, True King of All Trolls.
Formiddable Opponent, Shar-Thom: See Mummified Figure, Exceedingly Powerful Opponent, Formiddable Opponent, Instigator of this Madness, Most Powerful of All the Custodians, Scribe, Senior Custodian of the Vault, Undead Horror, Undead Scholar, Withered Scholar, Shar-Thom.
Forsaken Hierophant: See Mummy Forsaken Hierophant.
Forsaken Priest: See Unhallowed Forsaken Priest, Unhallowed Priest.
Forsaken Shade: The dark souls of many derro still inhabit their corpses, and these pitiful creatures exist now as forsaken shades. (Halls of the Mountain King)
The Speak with Dead ritual has a cumulative 10% chance of conjuring forth a forsaken shade from the body. (Halls of the Mountain King)
Forsaken Shell: A FORSAKEN SHELL IS SKIN RIPPED from a creature’s body and then animated purposefully or spontaneously by foul magic. (Open Grave Secrets of the Undead)
When a forsaken shell kills a Medium living humanoid creature, the slain creature rises as a free-willed forsaken shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken shells arise when skin is ripped from the flesh of a living target. The flesh is then animated either through the actions of a necromancer or through spontaneous necrotic energy. (Open Grave Secrets of the Undead)
Forsaken shells propagate their kind by ripping the skin off their victims, assimilating it, and then exuding it as a new monster. In this way, one forsaken shell can spawn thousands of its kind, creating an army of animate skin. (Open Grave Secrets of the Undead)
Numerous kinds of forsaken shells exist. Each kind of creature victimized by a forsaken shell has the potential to become a new kind of shell. Humans, giants, and dragons are the most common targets of forsaken shells. (Open Grave Secrets of the Undead)
The four corpses lying in the middle of the chapel are undead horrors created by Leo. (Dungeon 207)
Forsaken Shell Dragon Shell: When the forsaken shell kills a living dragon creature, the slain creature rises as a free-willed dragon shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Forsaken Shell Firbolg Shell: The firbolg shell-the leathery skin of a firbolg with nothing contained within. (Tomb of Horrors)
Forsaken Shell Titan Shell: When a titan shell kills a Large living humanoid creature, the slain creature rises as a free-willed titan shell at the start of its creator’s next turn. (Open Grave Secrets of the Undead)
Foul Horror Undead: See Undead Horror Foul.
Foul Inhabitant: See Ghoul Darkpact, Foul Inhabitant, Hungry Undead.
Foul Inhabitant: See Mummy Shambling, Foul Inhabitant.
Foul Ravenous Undead: See Ghoul, Foul Ravenous Undead.
Foul Undead: See Undead Foul.
Foul Undead Horror: See Undead Horror Foul.
Foul Undead Ravenous: See Ghoul, Foul Ravenous Undead.
Fragile Skeleton: See Skeleton Fragile.
Francis DeMay: See Granny Francis DeMay.
Free-Willed Dread Wraith: See Wraith Dread Free-Willed.
Free-Willed Flameskull Lesser: See Flameskull Lesser, Free-Willed Lesser Flameskull.
Free-Willed Lesser Flameskull: See Flameskull Lesser, Free-Willed Lesser Flameskull.
Free-Willed Specter Spectral Spawn: See Specter Spectral Spawn Free-Willed.
Free-Willed Spectral Spawn: See Specter Spectral Spawn Free-Willed.
Free-Willed Sword Wraith: See Wraith Sword Free-Willed.
Free-Willed Wraith Dread: See Wraith Dread Free-Willed.
Free-Willed Wraith Sword: See Wraith Sword Free-Willed.
Freeze-Dried Ghoul: See Ghoul Freeze-Dried.
Frightful Wraith: See Wraith Frightful.
Frost Giant Abyssal Ghoul: See Ghoul Abyssal Frost Giant.
Frost Giant Boneclaw: See Boneclaw Frost Giant.
Frost Giant Ghost: See Ghost Frost Giant.
Frost Giant Lich: See Lich Frost Giant.
Frost Giant Sword Wraith: See Wraith Frost Giant Sword.
Frost Skeleton: See Skeleton Frost.
Frost Skeleton Soldier: See Skeleton Frost Soldier.
Frothing Seafoam Skeleton: See Skeleton Frothing Seafoam.
Frozen Zombie Horde: See Zombie Frozen Horde.
Furei, Jeya: See Ghost, Jeya Furei.
Furgath: See Ghoul, Furgath.
Gabal: See Wraith Dread Archmage, Gabal.
Gaballan Wraith: See Wraith Gaballan.
Gairg, Skahlton: See Wight Slaughter, Skahlton Gairg.
Galam Deradas: See Ghost, Galam Deradas.
Gallant Specter: See Specter of Chivalry, Gallant Specter.
Garvus Harbane: See Wight Deathlock, Garvus Harbane.
Gasha: See Ghoul Witch-Ghoul Nursemaid, Gasha.
Gaston Dremaine: See Vampire, Count Gaston Dremaine.
Gaunt Female Figure: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Gaunt Figure Female: See Mummy Copper Guardian, Animated Mummy of a Courtesan Slave, Gaunt Female Figure.
Geist: See Ghost Geist.
General Undead: See Undead General.
Geoffrey Graef: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Ghast: See Ghoul Ghast.
Ghast Lacedon: See Ghoul Ghast Lacedon.
Ghast Slarecian: See Slarecian Ghast.
Ghost: GHOSTS HAUNT FORLORN PLACES, bound to their fate until they are finally put to rest. Sometimes they exist for a purpose, and other times they defy death through sheer will. (Monster Manual)
A ghost is the spirit of a dead creature, often a Medium humanoid killed in some traumatic fashion. (Monster Manual)
Sentient ghosts are the most common of the undead that retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance. (Open Grave Secrets of the Undead)
Because all souls pass through this dim realm upon the death of their bodies, Shadow’s taint can corrupt these soul vestiges before they find their way to the Court of the Raven Queen in Letherna, forging sad spirits into ghosts and other insubstantial undead. (Open Grave Secrets of the Undead)
Sometimes, though, the victims of a vampiric dragon rise as spiritual undead such as ghosts and wraiths. (Draconomicon I Chromatic Dragons)
Ghosts can come in many forms. Some are cursed to roam until a past sin is righted, or a wrong undone. Others are merely the animus of hate, raging eternally in undying terror. (Dungeon Master's Guide 2)
When the Shadowfell draws near to the world, the boundaries between life and death grow thin. Ghosts become common on Eberron then, because it is as easy for spirits to remain in the world of the living as it is for them to pass into the Realm of the Dead. Rituals that call the dead back to life sometimes go awry, bringing ghosts or other undead along with the desired spirit. (Eberron Campaign Guide)
A few cling to the Shadowfell or to the world, continuing on as ghosts or other insubstantial undead. (Forgotten Realms Campaign Guide)
As if the active creation of undead by reckless mortals was not bad enough, the Shadowfell itself sometimes spawns the unliving. Areas such as the darklands, places tainted by necromantic seepage, and other, less understood regions spawn all manner of animated beings. The taint of shadow also corrupts the soul vestiges wandering on this plane, twisting these sad spirits into ghosts and other spectral creatures. (Manual of the Planes)
If threats fail to impress the heroes, Vladistone warns them that the Ghost Tower houses a terrible magical relic that will destroy everyone nearby. He calls it a soul gem and claims that it can strip the soul from the body of a living creature, causing it to become a ghost just like him. (March of the Phantom Brigade)
A number of devils dwell on the Shores of Sorrow island, as do a small number of undead creatures such as wraiths, specters, and ghosts—folk wasted away by the pervasive despair. (The Plane Above: Secrets of the Astral Sea)
Locals believe the ghosts on the Shattered Isles to be phantoms of those killed during the Sever, but no one is certain exactly where the creatures came from or why they remain. Those who speculate on their nature agree that hundreds of undead live on or around the islands. (The Shadowfell: Gloomwrought and Beyond)
Like other places in the Ghost Quarter, the Isle of Lost Thoughts has undead and monsters inhabiting its ruins. Ghosts here have the look of scholars, clothed in robes and sandals rather than in fine coats and footwear. These phantoms might be apparitions of teachers, or they could be psychic reflections of their environment. (The Shadowfell: Gloomwrought and Beyond)
Even the most faithful divine servant who dies in one of these places dies unnoticed. The souls of the fallen linger forever in the godless realms, becoming ghosts, wraiths, or similar undead without ever traveling to the Shadowfell, where the Raven Queen would judge their final disposition. (Underdark)
Sentient ghosts are the most common of the undead that manage to retain their souls without resorting to necromantic rituals. They have a purpose that fetters them to the world, even if it’s only to spread misery or wreak vengeance. (Wizards Presents Worlds and Monsters)
Even more rarely, a creature has a strong enough will or destiny to maintain its soul after death, spontaneously becoming a sentient ghost or revenant. (Wizards Presents Worlds and Monsters)
The ghosts that haunt Janus Gull are those unfortunate souls who were killed during the storm, but whose souls did not escape before the demiplane was created. (Dragon 367)
History walks the streets of Hammerfast in the form of the dead, the dwarves and orcs who died in this place more than a century ago. They are now ghosts consigned to wander Hammerfast’s streets until the end of days. (Dragon 382)
Ghosts still walk the streets, some of them orc warriors slain in the Bloodspears’ attack, others priests of Moradin or the necropolis’s doomed guardians, and even a few of them dwarves laid to rest here long ago. (Dragon 382)
Still, extraordinary circumstances are required for a soul to refuse Letherna’s call and linger in the world. Often, a disembodied spirit resists moving on due to unfinished business in life: a crucial quest unfulfilled, a responsibility not upheld, a duty not honored. Like anchors, these memories weigh on the ghost and force it to remain, at least until whatever troubles it has been resolved. (Dragon 420)
The Shadowfell can also form ghosts from the newly dead. Shadow’s subtle influence can awaken memories, emotions, and sensations that quicken the spirit and prevent it from finding peace. (Dragon 420)
Finally, rare individuals with strong personalities, great magical power, or an extraordinary ability can cheat death through sheer force of will. They refuse to move on, unmoved by the Raven Queen’s demands. (Dragon 420)
Sudden, unexpected death can cause the soul to become disoriented, unwilling to believe it has died.
Player characters might become ghosts if they die before completing an important quest. Your commitment to the cause is too great to let death stop you. (Dragon 420)
Unusual situations can give rise to a character’s transformation into a ghost. For example, if you died on the Shadowfell, your soul might have become suffused with shadow energy. A vile spell might have ripped your soul from your body before death took you. Perhaps a curse barred your soul from its ultimate fate, dooming you to restless eternity unless you can find a way to escape or overcome the wicked magic. (Dragon 420)
When Thakok-An sacrificed members of her family in her foolish and failed attempt to aid Kalid-Ma, several of her kin became ghosts and other undead as the city passed into the Gray. (Dungeon 190)
The souls of the dead linger on, haunting dark and lonely places. Their incomplete lives tether them to the mortal world, their spirits unable to pass through to the other side. (Dungeon 191)
Often, rumors of hauntings are just that—rumors. But at sites tainted by misery, terror, and death, these rumors could be true. A ghost is what remains of a being whose soul should have moved on after death, but was trapped. This entrapment commonly occurs because the being has a strong urge to complete a task that tears and fragments its soul. (Dungeon 191)
Ghosts, unlike some kinds of undead, retain their souls. This is not to say that the souls remain intact. Ghosts arise from beings that have already stained their souls with murderous, vengeful, cruel, or obsessive deeds. The corruption of an evil life or a limitless need to right a perceived wrong holds the soul back. (Dungeon 191)
An all-consuming purpose keeps a soul in the world and transforms it into a ghost. A sadistic torturer might return as a ghost to cause more pain and misery. The ghost of a victim of a cruel death often seeks revenge on her murderer. A soldier who died young might guard a chamber, ghostly blade in hand, eager to strike down any intruder to prove his worth. (Dungeon 191)
Though a ghost most often arises because of the state of mind of a recently dead person, one can be artificially created. Cruel people who want to punish the deceased and who have a bit of arcane knowledge can create a ghost charm—a bit of metal, clay, or parchment inscribed with runes—that they inter with a fresh corpse. If the ritual is performed soon enough after death, the dead person’s soul becomes trapped in the world as a ghost. (Dungeon 191)
Ghosts are the spirits of the dead who cannot rest after their passing. (Jester's 4e Ravenloft Manual of Monsters)
A tiny carrock overfull of elves heading toward the unknown continent to the east with their sole treasure foundered in a storm and sank. Thirteen wraiths haunt the boat’s wreck and keep both natural predators and treasure-seekers away. The band’s leader, Elborn, is now a ghost who does not combat intruders. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The war with Eldor is a major concern to the elves, although they appear to have done nothing to end it. The issue over which the war began, the destruction of the logging camp, is true. The elves destroyed the camp and all within it. Despite warnings, the loggers cut down an ancient druidic grove, a shrine to the Old Oak that had stood for 3,000 years. (Kingdoms of Kalamar 4th Edition Campaign Setting)
The area would be perilous for player characters to investigate at this point. Besides being guarded by extremely vigilant and martial elves, the spirits of the loggers haunt the former grove as ghosts, prepared to destroy elf, human, and forest creature alike. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Although ghosts are very much like spirits, they are in fact entities who, on having passed away, found that they could not move on to the afterlife or transcend in to the form of a true spirit. (The Realms of Chirak)
Ghosts of the four people Boone has killed since boarding the train fade in and out around him, causing him to panic. If he’s not with the party, he crosses their path while fleeing. He begs for help even as the ghosts point at him and moan that he murdered them. The ghosts’ spirits are trapped in his pistol and cannot cross over to the afterlife until the gun is destroyed, but are harmless save for the fact that they spoil Boone’s secret. (Zeitgeist 4 Always on Time)
Ghosts of the four people Boone has killed since boarding the train fade in and out around him, causing him to panic. If he’s not with the party, he crosses their path while fleeing. He begs for help even as the ghosts point at him and moan that he murdered them. The ghosts’ spirits are trapped in his pistol and cannot cross over to the afterlife until the gun is destroyed, but are harmless save for the fact that they spoil Boone’s secret. (Zeitgeist Act One The Investigation Begins)
Ghost, Amielle Latimer: ?
Ghost, Anarus Kalton: After Traevus murdered Anarus, the necromancer’s ghost appeared in his treasure vault where he stored his most prized possessions. (Dungeon 182)
Ghost, Bodiless Spirit: ?
Ghost, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow: ?
Ghost, Fin: As the characters search the cemetery for clues, they sense the presence of an invisible ghost—the vestige of a young boy named Fin who was trampled to death by a horse three years ago. (Dungeon 211)
But communing with Fin’s spirit reveals that someone has plundered his remains, and indeed, characters who dig up the graves discover that most of them are empty. (Dungeon 211)
Why are you not at rest? “My bones! Gone!” (Dungeon 211)
Four years ago, a local farmer named Holgar Razlek found the boy stumbling through a field in the dead of winter, half frozen to death. Brigands had killed his parents and older sister, forcing the boy to flee his distant homestead. Holgar took the boy in, even though his wife and sons weren’t thrilled with the idea. (Dungeon 211)
Fin lived with the Razleks for less than a year. One fateful evening, a horse trampled him to death while he was crossing the road in front of the family’s cottage. The horse was pulling an ale wagon, and the dwarf merchant at the reins wasn’t local. The merchant swore that he didn’t see Fin dart in front of his horse and wagon until it was too late. (Dungeon 211)
Karla was relieved when Fin died, because he was deeply troubled and required her undivided attention. She and Holgar also confess that Fin suffered from constant nightmares about the brigand attack that killed his family. His screams woke the household and frightened the other boys, and other members of the household would occasionally hear voices and sounds of the brigand attack as though it were happening in their home, suggesting that Fin had the power to project his psyche. (Dungeon 211)
Ghost, Galam Deradas: ?
Ghost, Ghost of Graefmotte, Geoffrey Graef: Durven Graef’s murdered son did not rest easy in death. After he died, his corpse lay unburied on the floor of chambers no one dared enter until the domain shifted to the Shadowfell. After that, the body vanished when the ghost appeared, and no one knows where Geoffrey's bones now lie... (Dragon 375)
Ghost, Insubstantial Creature: ?
Ghost, Jacobux Kincep: In life, Jaccobux was a wizard and a professional adventurer. He developed a thirst for knowledge in his old age and became a prodigious collector of books. He read avidly right up until the moment of his death, and his deep regret that he had so many books left to read held him in the mortal world as a ghost. (Dungeon 156)
Ghost, Jeya Furei: This is the ghost of Jeya Furei, a young but dedicated cleric of Delvyr. Worship of Delvyr in Punjar is rather limited given the size of the city, but the priesthood maintains a small fane and does what it can in a metropolis where guile and money count for much. Jeya encountered rumors of evil cult activity in the Devil’s Thumb and decided to investigate personally. She learned much, but soon found herself surrounded by the aboleth’s enthralled pawns, and she was overwhelmed. The cleric was viciously cut down, and her corpse was thrown into the lair of an otyugh. Fueled by an indomitable will, unshakable faith, and a hunger for vengeance, her spirit returned as a ghost, and she has tried to alert heroic folk to the evils below the streets. (Dungeon Crawl Classics 60 Thrones of Punjar)
Ghost, Julain De'Spri: He and his wife, Amori, were buried here long ago. Recently, however, some terrible power ripped their spirits from the peaceful place where they were residing and brought them back to this room. Now Julain's spirit is waiting here, restless, as Amori's body and spirit are being tampered with elsewhere. (Halls of Undermountain)
Ghost, Lya Jierre, The Lost Jierre Scion, The Ghost Scion: ?
Ghost, Morrn Bladeclaw: The Proving Pit is used by the denizens of the Chaos Scar to settle disputes and to test themselves against the finest fighters in the area. A small shard of the meteorite that created the Chaos Scar lies hundreds of feet below the pit, imparting a mysterious power and personality to the location. Combatants are drawn to the area by a powerful urge to achieve victory through combat. Most combatants do not realize they are being impelled by an outside force. (Dungeon 189)
Morrn Bladeclaw was a barbarian known for his cruelty and ambition. His clan roamed the Nentir Vale region long before the formation of the Chaos Scar. Morrn advanced steadily in status among his clan. He claimed the right to become the clan’s champion and to wield the powerful Scarblade by defeating its previous owner. Driven by dreams of power, Morrn sought to prove himself worthy of the rank of chief. (Dungeon 189)
Lured onward by a vague call to battle, Morrn was drawn to the pit. There he honed his skill, always with the intent of returning to his home as the greatest champion of all. Morrn soon dominated all contenders at the pit, but in turn, he was dominated by the shard’s presence. The longer he stayed, the less he cared about leaving and the more he became part of the place. His thoughts of clan leadership drained away. Morrn’s goal of becoming the greatest champion of all was realized, but not as he had planned. He was a slave of the Proving Pit, with no thoughts of returning to his tribe. (Dungeon 189)
The pit, however, has no use for eternal champions. Morrn was mortally wounded by a wizard of great power who coveted the Scarblade. The wizard was cut down by Morrn’s dying blow, and both perished on the bloodstained floor of the Proving Pit. Under the influence of the pit, bystanders buried Morrn below the arena’s central dais. The Scarblade was encased in translucent crystal and embedded along the pit’s north wall, where it can be seen by all who fight and die in the pit. (Dungeon 189)
Morrn’s ghost haunts the area. (Dungeon 189)
Ghost, Murat: ?
Ghost, Nicodemus the Gnostic: After much searching, they found their way to the cursed Isle of Odiem, where the Clergy keeps its Crypta Hereticarum, the Vault of Heresies. There they spoke with an imprisoned ancient demoness, Ashima-Shimtu, who gave them a ritual that could give physical form to a belief. If that physical form was destroyed, those who held faith in it would perish as well. (Zeitgeist 7 Schism)
Nicodemus tried to trick the leaders of his faith into using the ritual to summon one of their own gods of war, but the Clergy instead invoked the eladrin goddess Srasama, who represented maiden, mother, and crone. When an army slew the goddess’s avatar, nearly every female eladrin died, including Kasvarina’s daughters. The magical backlash changed the face of the world, left the Clergy reeling, and caused the near-immediate collapse of Elfaivar. (Zeitgeist 7 Schism)
At the ritual’s epicenter, Kasvarina survived, but Nicodemus was disintegrated. Only his soul remained, free to wander like an untethered ghost. (Zeitgeist 7 Schism)
A PC might be able to reason out (Religion DC 20) that normally ghosts are tied to the location where they died, and linger on if they have unfinished business; but Nicodemus can roam, which could be because (as discovered in Adventure Eight) his death occurred at the moment of the Great Malice, which affected the whole world. He’s certainly more cogent than a typical ghost, and there are clearly some parallels in his rejuvenation and the reincarnation of devas, so perhaps his power is tied to the death of Srasama. (Zeitgeist 12 The Grinding Gears of Heaven)
Nicodemus was present at the events that caused the Great Malice, and was fleeing through a dimensional portal right as the eladrin goddess Srasama died. The explosion of energy fractured him. In the real world he survived as a ghost and went on to pose as a philosopher, using his birth name William Miller. (Zeitgeist 12 The Grinding Gears of Heaven)
“That prison was supposed to be punishment and torture. And there were horrors there, definitely. But the most dangerous thing locked away in there was my own pride. I found a ritual, a way to end the war, a way to summon a god. My plan was to trick the Clergy into summoning its own god of war, which the eladrin would kill. The ritual warned that all the followers of the god would suffer the same fate as the one they worshipped. If my plan had worked it would have killed thousands of people. People who worshipped the same way I did. I didn’t care. I had been thwarted once, and I needed to succeed. (Zeitgeist 12 The Grinding Gears of Heaven)
“I was blind to the fact that I was a puppet. The Clergy had used Kasvarina and me to get the ritual – there was a demon, she wouldn’t tell them; it’s complicated. The hierarchs I hated so much summoned an eladrin goddess, killed her. When I figured it out I tried to escape, and I was caught in the middle of the backlash, right as I was straddling two sides of a portal. In the same moment that every eladrin woman died, I was torn in two. (Zeitgeist 12 The Grinding Gears of Heaven)
“So here I am, a ghost in a place of ghosts.” (Zeitgeist 12 The Grinding Gears of Heaven)
A PC might be able to reason out (Religion DC 20) that normally ghosts are tied to the location where they died, and linger on if they have unfinished business; but Nicodemus can roam, which could be because (as discovered in Adventure Eight) his death occurred at the moment of the Great Malice, which affected the whole world. He’s certainly more cogent than a typical ghost, and there are clearly some parallels in his rejuvenation and the reincarnation of devas, so perhaps his power is tied to the death of Srasama. (Zeitgeist Act Three The Age of Reason)
Nicodemus was present at the events that caused the Great Malice, and was fleeing through a dimensional portal right as the eladrin goddess Srasama died. The explosion of energy fractured him. In the real world he survived as a ghost and went on to pose as a philosopher, using his birth name William Miller. (Zeitgeist Act Three The Age of Reason)
“That prison was supposed to be punishment and torture. And there were horrors there, definitely. But the most dangerous thing locked away in there was my own pride. I found a ritual, a way to end the war, a way to summon a god. My plan was to trick the Clergy into summoning its own god of war, which the eladrin would kill. The ritual warned that all the followers of the god would suffer the same fate as the one they worshipped. If my plan had worked it would have killed thousands of people. People who worshipped the same way I did. I didn’t care. I had been thwarted once, and I needed to succeed. (Zeitgeist Act Three The Age of Reason)
“I was blind to the fact that I was a puppet. The Clergy had used Kasvarina and me to get the ritual – there was a demon, she wouldn’t tell them; it’s complicated. The hierarchs I hated so much summoned an eladrin goddess, killed her. When I figured it out I tried to escape, and I was caught in the middle of the backlash, right as I was straddling two sides of a portal. In the same moment that every eladrin woman died, I was torn in two. (Zeitgeist Act Three The Age of Reason)
“So here I am, a ghost in a place of ghosts.” (Zeitgeist Act Three The Age of Reason)
Ghost, Puramal: One of the fallen bridges is the anchor for a ghost. Puramal was a soldier who fought on the bridge and continued to fight even while it was being destroyed. Enemy wizards sought to destroy him while friendly clerics and wizards healed him and countered enemy spells. Between the blasts of magic and volleys of arrows from the far bank, the soldier finally collapsed with the last of the bridge. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Puramal’s ghost still guards the bridge he died to protect. If anyone tries to cross the river at that point, whether by swimming, watercraft, building another bridge or otherwise, he attacks (but travel up or down the river does not disturb him). (Kingdoms of Kalamar 4th Edition Campaign Setting)
Ghost, Reed Mabcannin: ?
Ghost, Rukos: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis. (Dungeon 203)
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below. (Dungeon 203)
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship. (Dungeon 203)
Ghost, Salazar Vladistone: Over sixty years ago, a group of bold adventurers calling themselves the Silver Company delved into a mysterious tower that appeared in the ruins of Castle Inverness. The result was tragic-one of the Silver Company, a woman named Oldivya Vladistone, perished. Her husband, Salazar, continued to adventure with the Silver Company for some years, growing more despondent the longer he had to deal with his wife's death. Eventually, Salazar Vladistone sacrificed himself to save his allies and the people of Hammer fast from an unknown danger in the Dawnforge Mountains. Vladistone's spirit did not rest quietly after his sacrifice, however. He became a ghost, haunting the Nentir Vale as be made pilgrimages to the grave of his wife in the ruins of Inverness. (March of the Phantom Brigade)
Ghost, Sharrin the Crone, The Crow: See Ghost, Creature of the Raven Queen, High Priestess, High-Priestess, Old Crone, Sharrin the Crone, The Crow.
Ghost, Sir Jerold Keegan, Kinslayer: “Take a look at this poem I found in the ‘Collection of Lyrics from Melgold – The Mad Poet of Almhurst’ (H1 Conversion)
In shadowed keep of tumbled stone,
A peril lurks, for years unknown,
The Kinslayer's spirit guards it yet,
'Gainst a newfound vile threat.
The Kinslayer once was proud and strong,
Until the Blood Lord came along.
The thing of evil sent dark dreams,
Nightmares wrought of tortured screams,
The vowed defender's mind did bend,
And with his blade he did rend.
Awakened to the awful truth,
Shattered bones of men and youth,
His wife and children, pride and joy,
Mistaken for demons he was forced to destroy.
The Kinslayer fled to meet death alone,
For wicked deeds he must now atone,
And so the fallen paladin must wait,
For heroes to arrive and reverse his fate.
But twisted whispers echo through the halls,
And ghostly blood runs 'long the walls,
None can face those cursed remains,
Fear like water in their veins.
A Blood Lord follower from a cursed line,
Now threatens to awake the unholy shrine,
Dark power craves as men do thirst,
Confining spells to be reversed.
Storm clouds gather with the demon's approach,
And the living dead will soon encroach,
The forces of good will never survive,
For the Prince of the Undeath will soon arrive. (H1 Conversion)
This poem sent me digging deeper into the fall of this Kinslayer and this is what I found: Within two short decades after the collapse of the Nareth Empire, Shadowfell Keep was abandoned and left to fall apart and decay. It was on a grisly night about eighty years ago that the lord and commander of the keep garrison, Sir Jerold Keegan, put into motion the events that led to the keep’s downfall.”
“Perhaps the Shadow Rift’s malign influence is too strong to resist. Maybe Sir Keegan was a crazed lunatic driven by demons we may never understand. Whatever the case, at the stroke of midnight on that fateful day, Sir Keegan began to systematically slaughter every resident of the keep, forever cursing the place. The author of the historical treatises speculates that he suffered paranoid delusions, for Keegan went on a rampage through the keep. His own wife and children were first to fall to his blade, then his trusted advisors, and finally many of the soldiers under his command. Sir Keegan was too skilled for any one soldier to defeat, yet eventually the garrison managed to respond with an organized defense. Although many brave soldiers died, they managed to inflict him a grievous wound that drove the mad knight to flee into the keep’s crypts were they finally managed to dispatch him.”
Sir Keegan’s ghost is said to roam the corridors beneath the ruins, wailing in grief over the tragedy of his life. (H1 Conversion)
The PCs can find the following dark red scripts on the walls of the different areas: (H1 Conversion)
Area 1:
• The Whispering in my head – will it ever end?
• Traitors! They are all traitors to the Blood Lord!!
• Blood. All the Blood. It is all for thee my Lord!
• The little girl, who was she? Her blood tasted like copper, but O so sweet. Master, who was she?
Area 5:
• The Shadows are whispering to me. They tell me secrets. They tell me to do things – horrible things.
• There are shadows in my head and blood on my hands. Who am I? When will it end?
• Get away from me. I do not want to see! NOO!
• Sweet blood – thou are my river and master
• The horned one is calling in my dreams, showing me things. Things that I have to do. He is my Master, he is my Lord. (H1 Conversion)
Area 7: (H1 Conversion)
• The door. I must open the door. He will be waiting for me on the other side
• O Master, I hear the steps of your cloven hooves echoing through the shadows. I will do as you have told me.
• Who are all these faces that try to stop me. Are they shadowy memories from another life? Master, enlighten me.
• Blood and shadows. Blood for shadows. (H1 Conversion)
Area 8: (H1 Conversion)
• The door. I must find the door. So much blood. Can’t see. Shadows everywhere
• No they have tricked me Master. They have locked me in. Release thy servant
• No master. Please no. I do not want to see. Do not show me. Don’t abandon me Master. I want to be in your shadow
• What have I done? NO
• Bahamut forgive me. This is the end. (H1 Conversion)
Ghost, Skelmur the Stalker: ?
Ghost, Spectral Minotaur Ghost, Taurus Zabath: Behold the final resting place of the high priest Taurus Zabath, denied the final rest for my betrayals of Baphomet the Horned King, my former master. I was the one that saved the minotaurs of Saruun Khel from the vile plans of Orcus, the Blood Lord. But it was only through the guidance of the Raven Queen I could create the artifact that led to the death of the treacherous Tzaruum’ze, high priest of Orcus – the one that betrayed his kindred for the promises of unlife. (H2 Conversion)
Ghost, Taurus Zabath: See Ghost, Spectral Minotaur Ghost, Taurus Zabath.
Ghost, The Arcanist: ?
Ghost, The Journeyman's Ghost: ?
Ghost, Voolad: His victory was short-lived, however. Halflings from the Lluirwood surprised Voolad and killed him. Whatever fell purpose drove the druid enabled him to rise as a powerful ghost. (Forgotten Realms Campaign Guide)
Ghost Ancient: ?
Ghost Argent Haunt: ?
Ghost Barbarian: Although the souls of Artrosa's former wardens lie at rest, a pair of restless spirits guards these tombs. While they lived, these barbarian warriors proudly served a witch-warden known as the Spirit Mother, whom Baba Yaga executed long ago. For daring to defend the Spirit Mother against her, Baba Yaga buried the Sons of the Spirit Mother alive with their dead mistress and bound their spirits to guard the Crypt ofWardens forever after. (Reign of Winter 3 Mother, Maiden, Crone Conversion)
Ghost Barbarian, Horrifically Scarred Tattooed Warrior, Restless Spirit, Son of the Spirit Mother: ?
Ghost Beholder: See Beholder Ghost.
Ghost Benign: ?
Ghost Caela Spirit: Caela, Pilus’s former right-hand woman and master of his biomantic laboratories, has risen as a ghost and still serves her master faithfully. The former head of the Monastery of Two Winds has coupled his knowledge of biomancy with a necromantic tome he discovered some time after Caela’s last encounter with the heroes and used the two to improve upon the half-elf ’s newfound unlife. (War of the Burning Sky 4e 11 Under the Eye of the Tempest)
Ghost Caller in Darkness: A caller in darkness is created from the spirits of dozens of victims who died together in terror. (Open Grave Secrets of the Undead)
The undead creature formed from the terrified githyanki executed in this awful room. (Dungeon 168)
Ghost Council Detachment: ?
Ghost Council Empowered Councilor, Shuman Larkins: ?
Ghost Council Swarm: ?
Ghost Dawnwar: ?
Ghost Devil Chain Devil, Nephigor: In a twist of fate that bends planar law, the spirit of Nephigor is trapped in the library as a ghost. (Dragon 368)
When the black winds howled about Harrack Unarth, Nephigor was in the city’s grand library, seeking a means of prolonging his time out of the Nine Hells. He got more than he bargained for. Devils are not supposed to have ghosts. Their deaths are impermanent things that cast them back to the fiery pit to regain bodies. Yet when the howling winds shattered the library, Nephigor slid into darkness greater than any he had known. The chain devil “awoke” in the Broken Library. His body transparent, his form intangible—if Nephigor is not a ghost, he cannot fathom what else he might be. (Dragon 368)
Ghost Dwarf, Cherndon the Mad: He died trying to prevent the orcs from learning where several rich dwarf lords were buried. (Hammerfast)
Ghost Dwarf, Grolin Surespike: Grolin Surespike, a dwarf ghost who died in the Trade Spire back when it served as living quarters for Hammerfast's priests, appears elderly and frail. (Hammerfast)
Ghost Dwarf, Telg: ?
Ghost Dwarf Spirit: The dwarf spirits are the remnants of loyal defenders that once protected the necropolis and each other from orc depredations. (March of the Phantom Brigade)
Ghost Drowned: Drowned ghosts are the spirits of those who died watery deaths. (Open Grave Secrets of the Undead)
Ghost Famine Spirit: Famine spirits are spectral remnants of people who shortened their lives through gluttony, who hoarded food while others starved, or who died of starvation. (Open Grave Secrets of the Undead)
Ghost Frost Giant, Hyrkzag: Once the loyal bodyguard of Jarl Kvaltigar, Hyrkzag was hunting elk in the mountains when Grugnur betrayed and murdered Kvaltigar to claim the Iceskull Throne. Upon his return, Hyrkzag was ambushed in the dragons’ caverns. Cut off from all avenues of escape, the bodyguard slew many of his kin but was forced into these caverns. He ultimately met his end at the hands of Grugnur’s swordthain, Gnotmir. (Dungeon 199)
“In life, I was the sworn bodyguard of Kvaltigar, jarl of the frost giants and lord of the Iceskull Throne. Kvaltigar was betrayed—slain and set ablaze by his brother, Grugnur! In a rage, I carved a swath through my treacherous kin, but a rival named Gnotmir slew me before I could avenge my fallen lord.” (Dungeon 199)
Ghost Geist: Geists are the restless spirits of the dead who are still bound to the site of their death, or their earthly remains. (Jester's 4e Ravenloft Manual of Monsters)
Ghost Gnome Sorcerer 16, Ander Folthwaite: ?
Ghost Goblin Fire Phantom: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Flame Vent Haunt: A trio of ghostly goblins, killed by the flame vent trap long ago, protects this chamber. (Seekers of the Ashen Crown)
Ghost Goblin Ghost Boss: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Goblin Horror: Some warriors among the Ghost Goblins hold the undead in higher esteem than the living. They strive to honor the zombies through their actions, and through prayers to strange gods. Soon a ghost goblin horror is born, too intelligent to be considered a zombie but too unnatural to be called a living creature. (Midgard Bestiary for 4th Edition D&D)
Ghost Goblin Phantom: Ghostly goblins, the spirits of warriors slain here millennia before, protect this area. (Seekers of the Ashen Crown)
Ghost Harmless Phantom: Long ago, dark ones, shadowborn humans, and other slaves languished in this room. Now the room holds only ghosts, figments from another time. (Draconomicon II: Metallic Dragons)
Ghost Harpy: ?
Ghost Keening Spirit: ?
Ghost Knight of Galardoun: People fiercely disagree on whether the ghost knight is itself undead, but most priests and sages say that it must be. None agree about its origin or essential nature.
Some say the ghost knight is the remains of an undead-hunting paladin who met with mortal misfortune but whose shining will and drive transformed him into an apparition dedicated to leading the living to put the dead to rest by destroying undeath. (Dungeon 196)
Others just as stoutly claim that it is an animated magic item—perhaps directed and using the senses of its creator, now bound into it—intended to control or (in the words of Tonthyn, Battlepriest of Tempus in Zazesspur) “weed out the hosts of” undead by destroying some and aiding others. (Dungeon 196)
Between these markedly opposed views, dozens of other explanations and theories exist. (Dungeon 196)
One of the most interesting explanations is promoted by the wealthy sage and retired adventurer Authraun of Athkatla, who has tried to trace all the known journeys of the ghost knight and identify whom it was following or accompanying. He believes the ghost knight seeks individuals who have particular, nascent gifts so that it can impart, by touch, lore it possesses that will urge these people into certain quests that serve some purpose as yet unrevealed. (Dungeon 196)
Perhaps a fallen god is seeking to rise again, and it requires mortal aid to do so: The deity might want to gather artifacts in a specific place or find suitable living bodies to possess, and the ghost knight is a lure acting on behalf of such a deity. Perhaps the ghost knight is all that is left of a deity or an exarch, and it seeks to slowly and painstakingly gather strength for an eventual return. (Dungeon 196)
“Or perhaps,” counters the young sage Rarkriskran of Baldur’s Gate, “this is all so much fanciful piffle, and this so-called ‘ghost knight’ is nothing more than an enchanted helm whose magic was twisted awry by the Spellplague. Now the ‘ghost’ rides what it can imperfectly glean of the stray thoughts of nearby sentients, and these thoughts goad the helm into wild, random behavior. In turn, we strain both creativity and credulity in our attempts to concoct explanations for this item.” (Dungeon 196)
The old Sage of Shadowdale, Elminster Aumar, chuckles at Rarkriskran’s words, and responds, “The young and fierce so often seek to exalt themselves by belittling others. I was young and fierce, once.” He suspects that there might well be divine direction behind the ghost knight, but stresses that all the opinions he has heard thus far are speculation. No one has shown any special knowledge that suggests they stand close to the truth. (Dungeon 196)
What Elminster has heard of the encounters and experiments, however, lead him to conclude that the ghost knight follows a purpose that’s something more than destroying undead. He believes it has a cause that various commentators and experimenters haven’t discovered yet. Elminster also suspects that the ghost knight is damaged—a remnant of a being once greater and more capable than it is now, and that at times it wanders from its mysterious purpose. (Dungeon 196)
Ghost Knightly Ghost: During the attack on Fort Frostbite, Lady Ree and her lady-in-waiting — escorted by four knights — fled here to climb above the poison along with Her Ladyship’s newborn twins. Unfortunately, the gas broke the windows of this chamber, and they killed each other. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Sadly, their tale is not over. The two women have returned as grief wraiths, endlessly recounting their tragedy with their regretful whispers power. Additionally, the knights — having failed their duty — returned as ghostly defenders. (Dungeon Crawl Classics 61 Citadel of the Corruptor)
Ghost Kraken, Thalarkis: Rukos and his crew set out to save the locals from the waterborne menace. After a few days of hunting, they spotted the kraken and harpooned it, then used winches to haul it to the surface. With cutlass, bow, and spell, they laid into the beast. The battle was long, and sailor after sailor fell until only Captain Rukos remained to face Thalarkis. (Dungeon 203)
With his trusty cutlass Everdare firmly in hand, the Red Rake squared off with the gravely injured kraken. In the end, Rukos stabbed the beast through the eye as Thalarkis strangled the life out of the brave captain. Rukos fell to the deck, dead. The great beast shuddered and slumped into the sea, taking the Zephyr, its crew, and its captain to the depths below. (Dungeon 203)
The spirits of Thalarkis and Rukos linger still, bound to the wreckage of the Zephyr. The ghost of Rukos stands at the ship’s wheel, doomed to haunt the deck alone. Thalarkis’s spirit is trapped in the wreckage of the ship. (Dungeon 203)
Ghost Legionnaire: SLAIN IN LONG-AGO BATTLES, these soldiers' fight for forgotten causes, distant memories, or a fierce loyalty to each other. Although they appear as separate soldiers, their spirits have fused into a single entity that lives and dies as a single soul. (Monster Manual 2)
Ghost Mad, Vontarin: This creature is a hateful remnant of the evil necromancer’s soul. (Dungeon 219)
Ghost Malicious: Malicious ghosts arise from children who die frightened or alone. (Open Grave Secrets of the Undead) Enraged that no one saved its life, the ghost of the child becomes a creature of unquenchable malice. (Open Grave Secrets of the Undead)
Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty. (The Shadowfell: Gloomwrought and Beyond)
Ghost Minotaur Spectral, Taurus Zabath: See Ghost, Spectral Minotaur Ghost, Taurus Zabath.
Ghost of Graefmotte: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Ghost of Sartine's Mother, Elderly Woman: When Sartine had killed Nerull she needed to cover her tracks. She understood that what she had done with the souls – consuming them to fuel her own ambitions – would bring all the other gods against her. (P3 Conversion)
She purged the world of her true name and took to calling herself the Raven Queen. She fed all the souls that had witnessed her doings in Pluton to the Well of Souls. But she could not bear herself to kill all the inhabitants of Gloomwrought – her own people. Instead she gave the soulless Keeper’s the task to feed on the memories of herself and guard the only entrance to the Fortress of the Souls in Gloomwrought. (P3 Conversion)
She even wiped out all her own knowledge of what she had done, and made it impossible to enter the Fortress of the Souls if you were actively seeking it. (P3 Conversion)
But she left one thing behind. She could not watch her mother lose all the knowledge of her daughter and what she had achieved. As her mother died shortly after her own ascension, from the grief of the loss of her daughter, she took the body and the soul of her mother and tied it to her own crypt under Umberfell Manor. Her mother’s soul was allowed to live on as a ghost, but confined to the crypt. (P3 Conversion)
I had died from grief soon after my daughter’s death, and the fall of the House of Umberfell. But she brought the corpse to this crypt and bound my soul in undeath, no more than a ghost with a memory of her true past. (P3 Conversion)
Ghost Orc, Kralick: ?
Ghost Orc Spirit: ?
Ghost Phantasmagoria: ?
Ghost Phantom Warrior: ?
Ghost Phantom Warrior, Carosos: ?
Ghost Poltergeist: The Lost Secrets Library is a dangerous place, and the chamber that contains Holman’s Treatise on the Imbuement and Maintenance of Armed Conflict Training Mannequins is no exception. It contains the vengeful ghosts of three White Lotus students who died there in a tragedy now forgotten. (Dungeon 165)
Ghost Raaig: IN AN ENVIRONMENT WHERE VIOLENT DEATH is so common, ghosts frequently haunt sites of great significance or terrible slaughter. Among them are an array of spirits bound to the service of long-forgotten gods. Called raaigs, these ghosts defend ancient shrines, temples, relics, and secrets. (Dark Sun Creature Catalog)
In life, raaigs were devout priests or holy warriors charged with protecting sacred sites or relics. In death they still keep watch, though their charges have crumbled into ruin or vanished. They have been twisted by their ancient oaths into merciless, hateful apparitions that swiftly slay any living intruder. (Dark Sun Creature Catalog)
In life, raaigs were devout individuals devoted to a specific faith. (DSE1 Dark Sun Excursions Lost Temple of Rahoon)
Ghost Raaig, Aubree: In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity. (DSE1 Dark Sun Excursions Lost Temple of Rahoon)
Ghost Raaig, Merak: In ancient times before the devastation of Athas, Merak and Aubrae were minor nobles of House Tragus. Their devotion to Rahoon was absolute and although they focused on the well-being of their village and holdings, they dedicated most of their wealth to building a large temple complex. Merak was convinced that this act of piety would ensure his place after death. So, along with his wife Aubrae, he funded its construction and upon their deaths willingly transformed into Raaigs to protect the sanctity of the temple into eternity. (DSE1 Dark Sun Excursions Lost Temple of Rahoon)
Ghost Raaig Crypt Lord: ?
Ghost Raaig Soulflame: A few guardians were so favored by their gods in life that they were granted a tiny spark of divine essence. Called soulflames, these raaigs still embody their gods’ will. (Dark Sun Creature Catalog)
Ghost Raaig Tomb Spirit: In a nearly forgotten age of genocidal warfare, the murderous sorcerer-king Nibenay pursued a fugitive band of elves and gnomes. The fugitives carried with them a seed from a tree of life. They hoped to plant the seed in a place where it might flourish in safety, far from the sorcerer-kings’ destruction. They sought refuge in a small cave system, but Nibenay’s soldiers tracked them there and besieged the cave. (Dungeon 187)
Avor Firesworn, leader of the band, made a fateful decision as Nibenay’s defilers closed in. Drawing on his knowledge of the supposed demigods who ruled parts of Athas at that time, he entered into a covenant with a force that he only dimly understood but perceived as a demigod of death. He and a few of his band swore a binding oath in which they offered their souls in exchange for the chance to protect the seed even after their deaths. (Dungeon 187)
Soon thereafter, Nibenay’s forces stormed the caves and Avor fell, his flesh consumed by defiling magic. The seed, however, lay hidden beneath his remains, and the sorcerer-king’s soldiers did not find it. It was protected by the bargain Avor had struck with the entity from the Gray. Meanwhile, the primal spirits of that place also understood the value of the seed. They, too, were eager to keep it out of any defiler’s hands, but their limited power to intervene was curtailed further by Avor’s bargain. (Dungeon 187)
Victorious in battle but frustrated by their failure to find the tree of life’s seed, Nibenay’s soldiers concluded that the seed had been no more than a rumor, or perhaps that Avor’s flight had been a ruse to draw them away from the real seed’s location. They sealed the cave when they withdrew, to conceal their deeds. Some time later, the spirits of Avor and his followers rose from the dead in fulfillment of their bargain. (Dungeon 187)
Ghost Rider of Marena: The knights begin as living warriors bound to the service of a vampire, necrophagus, or priestess of Marena. Those providing good service for five to ten years may be “raised up” into the ranks of the undead as a foot soldier in the Ghost Knights of Morgau, roughly equivalent to a squire elsewhere. If they continue to perform admirably, and make the transition through ghoul fever or vampiric bite without undue madness or blood frenzy, they can slowly advance through the grades of the Order of the Red Shield. (Midgard Bestiary for 4th Edition D&D)
Ghost Rider Templar: ?
Ghost Sage, Jakro Vrin: ?
Ghost Sage, Willum Vrin: ?
Ghost Councilor Senior: ?
Ghost Servile: A servile ghost arises when a servant or lackey dies an ignoble death as a consequence of its master’s actions. Such deaths are often a result of betrayal or carelessness on the master’s part. (Open Grave Secrets of the Undead)
Ghost Spectral Archmage, Vicemi Terio: ?
Ghost Spectral Minotaur, Taurus Zabath: See Ghost, Spectral Minotaur Ghost, Taurus Zabath.
Ghost Spirit Storm: Spirit storms are a large number of related souls that have become intertwined into a massive entity of rage and fury. (Jester's 4e Ravenloft Manual of Monsters)
Ghost Tavern Spirit: When The Thrown Gauntlet fell to the Spellplague, dozens of people were crushed to death within it. For unfathomable reasons, the spirits of the dead were denied passage to the afterlife in the wake of the catastrophe. (Dragon 425)
Ghost Terrifying Haunt: ?
Ghost Tormented, Dugesia Dev'Shir: Cadavra is the one who despoiled her tomb, this action lead to Dugesia's creation as a ghost. (Dungeon Crawl Classics 56 Scion of Punjar)
Cadavra plundered this tomb, wishing to confirm that her hated sibling was indeed dead. She tried to animate the body to gain a twisted ally, but the spell failed. [Perhaps Valdreth watched over Dugesia?] In a fit of rage, Cadavra threw the brick against the east wall, and soon followed suit with the body. Furious, she stormed out of the tomb and sealed the door in area 3–3. Cadavra did not realize her actions have awakened the spirit of her sister, who now seeks eternal rest. Dugesia is a ghost bound to an area within 50 feet of her niche. (Dungeon Crawl Classics 56 Scion of Punjar)
Ghost Tormenting: Numerous creatures died during the battles in Death's Reach, and a few endured in spirit despite the place's dark power. Some were allies of Timesus; others were servitors of the gods. The soulfall into Death's Reach has caused the shells of some of these ancient creatures to shudder back to animation. (E1 Death's Reach)
Ghost Tormenting, Janus Gull, Esme: Cormac, mad with obsession and grief, fell from grace, embracing evil and vowing that if he could not have Esme, no one would. He sought the counsel of a local “water witch,” the demented cleric Sidheag (SHEE-ak) Ros. Sidheag, a fanatic who had long harbored a hatred for Janus Gull, believed that the fishing village was defiling the natural order of “her” lake. The fallen paladin, further seduced down the path of darkness by the mad water witch, resolved to destroy the entire village of Janus Gull. Under a harvest moon, on a windswept bluff overlooking the village, Cormac and Sidheag performed a blasphemous ritual.
By morning, the entire village had been swept away by fire and flood, lightning and rain. An elemental storm of unprecedented proportions blew in from the lake, laying waste to the village in a single night. Where Janus Gull once stood, nothing remained. No ruins, no survivors. It was as if the village had been pulled entire into the watery depths of the lake.
Cormac and Sidheag’s wicked amalgamation of divine magic created a reality storm of such power that Janus Gull was ripped from the world. As the storm reached its peak just before dawn, Janus Gull splintered off as a demiplane.
In the years that the lost village has been wandering as a demiplane, the demiplane has achieved a primitive sentience built from the collective consciousness of its inhabitants. When the entity that is Janus Gull wishes to communicate with visitors, it speaks through the ghost of Esme, the young maiden whose story is at the heart of the Janus Gull tragedy. (In fact, all natives of Janus Gull—living and dead—are gradually surrendering their individual identities to the collective personality of the demiplane.)
Ghost Tormentor: ?
Ghost Trap Haunt: ?
Ghost Troll Render: See Troll Ghost Troll Render.
Ghost Vortex Horde: ?
Ghost Wailing, Banshee: Isolde’s curse spared no aspect of Soth’s life. His retainers, once loyal beyond reproach, turned into skeleton warriors. Dargaard Keep became an ashen ruin, distorted by the fire and ravaged by the Cataclysm. Where once it was shaped like a beautiful rose, now it was blackened and crumbling like a wilted flower. And the priestesses that were so instrumental in Soth’s downfall were doomed to serve him as spectral banshees. (Dragon 416)
The Fae Barrow marks the final resting place of Omaphara, the fey warrior maiden and Querelian’s true love. The pair, along with many brave fey warriors, fought the werebeasts here in a pitched battle that raged for many days. In the end, the werebeasts were driven back, but not before they took Omaphara’s life. A grieving Querelian interred his partner here so she could watch over the land she died defending. (Dungeon 185)
Doulmak Grond achieved fame after he killed one of his elven slave girls and her spirit became a wailing ghost (known to most sages as a banshee). (Kingdoms of Kalamar 4th Edition Campaign Setting)
Ghost Wailing, Patrina Kelikovna: Patrina sacrificed animals to the powers of shadow and ended up attracting the attention of Strahd von Zarovich. The count sought to make her his vampiric bride, and Patrina gladly submitted to his advances. When Patrina tried to feed upon an elf child to seal her transformation into a vampire, Kasimir and the other elves stoned her to death. They surrendered her body to Strahd, who interred her in Castle Ravenloft’s crypts, and Patrina soon arose as a banshee. (Dungeon 207)
Ghost Wailing Warforged Banshee, Keener: Keener, a ranger, was Janus Gull’s sole warforged resident at the time of the catastrophe. Keener was killed by a savage lightning strike at the height of the storm. (Dragon 367)
Ghost Watchful: Watchful ghosts are the spirits of guards killed in the line of duty while failing to protect their charges. (Open Grave Secrets of the Undead)
The apparition is the restless spirit of Ammaradon, a member of the old king’s guard who failed to prevent the king’s assassination. Tormented by this unforgivable lapse, he now guards the king’s sarcophagus. (Open Grave Secrets of the Undead)
Decades ago a brutal rivalry reached its crescendo when House Treyvan attacked the company headquarters of House Sulist, destroying the building with its enemy's soldiers inside. When the city consumed the structure. the soldiers went with it- body and soul. The corpses have long since turned to dust, but the soldiers' spirits remain on duty. (The Shadowfell: Gloomwrought and Beyond)
Ghost Whale, Cetacek, Lord of the Deepwater: ?
Ghost Widow of the Walk: ?
Ghost Woodcutter's: The original owner is no more. For a while, he helped the Patriarch in the old castle ruin by waylaying and drugging travelers, but guilt drove him to suicide. Death offered him no escape though, and his spirit lingers still—a dark, twisted thing. (Dungeon 164)
Ghost Worg Packmate: ?
Ghost Wrath Spirit: A wrath spirit arises when a violent individual dies while enraged. (Open Grave Secrets of the Undead)
Ghost Ziggurat: ?
Ghostly Apparition: ?
Ghostly Apparition White: See Spectral Custodian, Ghostly White Apparition, Homicidal Undead, Undead Shade.
Ghostly Caretaker: ?
Ghostly Creature: See Witchfire, Ghostly Creature, Incorporeal Undead, Insubstantial Specter of a Beautiful Young Woman.
Ghostly Form: See Apparition Fearsome, Ghostly Form, Specter.
Ghostly White Apparition: See Spectral Custodian, Ghostly White Apparition, Homicidal Undead, Undead Shade.
Ghosts of Tieflings Past: Our worlds are inhabited by ancient kingdoms, lost ruins, and crypts of the walking dead - emblems of a forgotten past still seeping into our present campaigns. We never forget the paths of the dead and those who remain behind to guard these entrances, these wards connecting the shadowy realm of Death to the vibrant land of the Living. While some do so willingly, others cannot break themselves from the bonds of the past and remain as haunting spirits eternally locked in our world. (Combat Advantage 13 Dark October)
The area pulses with necromantic energy. If the hero makes an active check and is a follower of the Raven Queen, the presence of her exarchs flavor the energy. The necromantic energy is not necessarily evil, but it is warped into believing it must fight to be released. (Combat Advantage 13 Dark October)
There is definitely a portal to the Shadowfell that does not seem to be working. It seems to be in stasis, holding back portions of the energy required of the Shadowfell from those that seem to have fallen in battle here. (Combat Advantage 13 Dark October)
2,500 years ago a great battle took place here between a tiefling army and a massive beast from the Elemental Chaos. Tradition and epic poetic sagas tell of a rift that opened into the world from there and unleashed a powerful behemoth, larger and stronger than any dragon. The beast was defeated, but destroyed not just the entire tiefling army, but the nation that sent them to defeat it. (Combat Advantage 13 Dark October)
Ghoul: Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
Humanoids that indulge in or resort to cannibalism become ghouls when they die. Ghouls are also created through rituals. (Monster Manual)
As the progeny of cannibalism and other less than savory practices, ghouls are creatures of pure evil. (Monster Manual 3)
They were once cannibalistic humanoids, but their actions caused them to be cursed in death with ravenous appetites that cannot be sated. (Monster Vault)
When an intelligent humanoid resorts to cannibalism or lives a life of gluttony and greed, it can be cursed to transform into a ghoul upon its death. Unlike a zombie or a skeleton, a ghoul retains sentience and many of the memories of its life. The creature’s perspective is twisted by its death, though, and as a result, it recalls with torment a time when it was not driven by a gnawing hunger for living flesh. (Monster Vault)
In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Early in the history of the world, Orcus learned to create undead, including the first ghouls, exercising his desire to devour life in the vilest ways. (Wizards Presents Worlds and Monsters)
Cannibalism has made ghouls from many tieflings from Io'vanthor and the rest are well on their way to becoming undead horrors. (Dragon 369)
Like others in the village, Martha and Guy are not what they seem. Having buried their son when he starved to death, the pair gave their souls to Orcus for the promise of food. The innkeepers are the secret source of ghouls and they perform dread rituals on villagers to complete the transformation from cannibal to undead horror. (Dragon 375)
Those slain by ghouls became new ghouls, further spreading undeath like some kind of disease or a game of all-in-tag. (Dragon 387)
Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Before he found Severine, Talther Yorn employed a trio of bandits to do grunt work. They started to demand too much money for their labors, so Yorn had them killed and then brought them back as subservient ghouls. (Dungeon 211)
The ghouls are the remains of three human bandits who used to perform odd jobs for Talther Yorn until they demanded a little too much money for their services. (Dungeon 211)
The Ironhearts arrived in Arnesbloom just as the cult completed a ritual that slew every living soul in the town, including the hapless adventurers. The cult offered the souls to Orcus, who caused them to rise again as ghouls. (Dungeon 218)
The town’s attempt at a new “life” is imperiled by the presence of the slain cultists, who have also risen as ghouls and insinuated themselves into the population. (Dungeon 218)
The Ironhearts arrived in Arnesbloom before the cultists of Orcus completed their ritual, but they were too late to stop it. They were transformed into ghouls along with all the townsfolk. (Dungeon 218)
Some of the cultists were killed during the initial confrontation and have since risen as ghouls themselves. (Dungeon 218)
An asuang’s taste for humanoid entrails makes them highly susceptible to becoming ghouls. (Asuang: Shapechanging Horrors)
The price for Malotoch’s aid is steep; some whom she saves are allowed to live with merely their souls as payment, while others are transformed into ghouls or rooks as part of the exchange. (Blackdirge's Dungeon Denizens)
Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots. (In Search of Adventure)
The ghouls are said to be former clergy of the temple, killed during the Mendarn invasion. (Kingdoms of Kalamar 4th Edition Campaign Setting)
Anthropophagi Corpse-Herder's Call of the Master power. (Medieval Bestiary: Anthropophagi)
Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Akartos in his endless amusement kept the child alive, with the aid of one of his minions, a witch-ghoul nursemaid named Gasha, knowing that over time exposure to the cannibal ghouls would change the child in to one of them. (The Realms of Chirak)
Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Zombies, ghouls, wights and skeletons stalk the eastern lands, making more of their kind with each unfortunate soul they fall upon. (Wraith Recon)
When the first sentient creatures of Áereth felt the cold grip of death upon them, it was the goddess Lasheeva who offered the attractive, if macabre, alternative. Granting a blessed few her deathward kiss, it was she who personally introduced the curse of undeath to Áereth. From the mindless, animate corpses of zombies and skeletons to the ravenous, tomb-haunting ghouls; from dread wights and mummies that lurk in the deep subterrene to wraiths and vampires that prowl the night—all such creatures owe their existence, their powers, their misery, and their glory to the Great and Terrible Lasheeva. (Level Up #2)
Nikolai the Necromancer's Flock to Me, Ghouls power. (Zeitgeist 4 Always on Time)
Nikolai the Necromancer's Flock to Me power. (Zeitgeist Act One The Investigation Begins)
Mistwatch Blight disease. (Dungeon 186)
Ghoul: If the target [of a ghoul's claw attack] loses all their recoveries, they turn into a ghoul after their next long rest. (Orcus Game Master's Guide)
If the target [of a ghoul claw attack] loses all their recoveries, they turn into a ghoul after their next long rest. (Orcus Monsters)
Ghoul, Alwar Thornwhistle: ?
Ghoul, Anja Silvermane: ?
Ghoul, Beth Harwick: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul, Elisa: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast. She has been attacking smugglers that have been conducting shady dealings near the Tser Pool, and several of her victims became ghouls. (Dungeon 207)
Ghoul, Findle the Minstrel: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul, Foul Ravenous Undead: ?
Ghoul, Furgath: ?
Ghoul, Hairless Creature, Shriveled Mockery of a Human: ?
Ghoul, Shennengath: ?
Ghoul Abyssal: Sometimes ghouls are graced by Doresain with power greater than their fellows. These so-called abyssal ghouls are the Ghoul King’s favorites and make up a goodly portion of the king’s Court of Teeth. (Monster Manual)
The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Vaden created the ghouls from the corpses of former members entombed in the catacombs. (Dungeon 207)
The ghouls were created by Vaden from preserved human corpses in the catacombs. (Dungeon 207)
Ghoul Abyssal, Balthrad: ?
Ghoul Abyssal Devourer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
Ghoul Abyssal Frost Giant: ?
Ghoul Abyssal Horde: ?
Ghoul Abyssal Hungerer: The so-called Ghoul King commands his servants to empower some ghouls with additional strength, speed, and durability. The ghouls that receive these abyssal blessings are more powerful and are beholden to Doresain and his demonic master. (Monster Vault)
As Orcus slayed Tomari he perverted her essence of love, pleasure, and harmony into hate, pain and chaos. Transforming the fruits of love – birth of a child – into a vile creation of undeath and zombies. Whenever a player takes normal or acid damage, spilling blood on the flesh of the goddess, her flesh gives birth to one zombie rager that attacks last the following round. As an immediate reaction to the blood damage – Tomari’s Womb shudder and quakes while giving “birth” to the zombie, forcing the PC and any allies within 2 squares to make a DC 31 Acrobatic check or fall prone. If the spilled blood comes from a lawful good PC, one abyssal ghoul hungerer is born instead. A single attack cannot generate more than one zombie rager or ghoul hungerer. (P2 Conversion)
The Dead Arise power. (Dungeon Master's Guide 2)
Ghoul Abyssal Madness: ?
Ghoul Abyssal Myrmidon: Red Glyph/Ghoul Transformation Ritual (Dungeon Delve)
The Dead Arise power level 26. (Dungeon Master's Guide 2)
Ghoul Abyssal Pack Leader: ?
Ghoul Acid Shambler: The acid shambler is one of many horrors spawned in the aftermath of the Divine War. The shamblers are corpses brought back to horrific, agonizing life by a strange transformation of their blood. The thick reddish-black ichors that surge through their dead veins both animate and deteriorate them, eating them from the inside out due to the highly acidic properties. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Adept of Orcus: In the dark shrine, they spoke in whispers of the fallen priest who had died with a prayer to Orcus on his lips. He might have remained dead, his soul to become a plaything of Orcus, except that he had killed and consumed a priest of Bahamut when he was alive. After his death, he underwent a horrid and unholy transformation. (Monster Manual 3)
Ghoul Ambusher: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Advanced Warlock, Senna Moonshadow: In order to access the living quarters of the dormitory, the adventurers will have to remove the piled junk in front of the door. Although the heaped jumble of boxes, crates, broken masonry, and other debris looks hap-hazard, it serves a very important purpose. When the hezrou and its dretches slew Numeshay’s four students, it killed Hadrajhast in the arcane workroom, two more in the kitchen, while the fourth, a young elf girl named Senna Moonshadow, was killed in the living quarters. Senna was slain while she cowered beneath the covers on her bunk. (In Search of Adventure)
Needless to say, Senna’s death was a traumatic one, and shortly after her demise, her tormented spirit returned to animate her corpse as an undead horror, a ghoul. In addition, the foul Abyssal taint in the area granted Senna the abilities of a warlock. (In Search of Adventure)
Ghoul Bloodhound: ?
Ghoul Bonepowder: Taking things to the next stage, bonepowder ghouls achieve their powdery form through long starvation. The process invariably takes decades, which is why so few bonepowder ghouls exist. The few ghouls who can show such self-restraint are highly respected among their peers, for all ghouls know the drive of hunger. Indeed, using hunger as a form of torture is considered offensive to the ways of the Imperium. This isn’t to say that it never happens, and thus bonepowder ghouls may rise from unintended circumstances. A starved prisoner or a ghoul trapped in a sealed-off cavern might leave behind most of its remnant flesh and become animated almost purely by hunger, hatred, and the wisdom of long centuries in which to plot the destruction of its enemies. (Midgard Bestiary for 4th Edition D&D)
Ghoul Boss, Vrikus: ?
Ghoul Cheshimox Terrormask: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
Ghoul Darakhul: Darakhul arise when a particularly strong-willed creature is infected with ghoul fever and its anima refuses to shed its memories and reason along with its soul. Most survive the experience with their personality largely intact. Some necromancers and others claim that one can improve the chances of survival by deliberately infecting oneself and eating only living flesh. Only one person claims to have succeeded with this method, a necromancer named Uldar Ingreval, long since exiled from the Arcane Collegium of Zobeck. (Midgard Bestiary for 4th Edition D&D)
Many believe that the hunger cults or the necrophagi know the secret of transforming imperial ghasts and ghouls into darakhul. (Midgard Bestiary for 4th Edition D&D)
Ghoul Darakhul, Hronagar Corpsegrinder: ?
Ghoul Darakhul Citizen: ?
Ghoul Dark Pact Initiate: ?
Ghoul Darkpact: Darkpact ghouls are the product of corrupt individuals who are cursed to return in undeath. They lose all sanity in the transformation, replacing it with predatory cunning. A few darkpact ghouls are dead warlocks who made pacts with sinister forces to extend their lives without realizing the form they would take upon death. (Open Grave Secrets of the Undead)
Ghoul Darkpact, Foul Inhabitant, Hungry Undead: ?
Ghoul Decrepit: Decades ago, the Scorpion Queen crushed a desperate rebellion against her rule. The ringleaders were tortured and then sealed away in this chamber, which became their tomb. Most died, but a dozen survived by feeding upon their compatriots. (In Search of Adventure)
Ghoul Devil-Infused, Augustus: He died on a mission Guthwulf was leading, and the Inquisitor took cruel pity on him, returning him to unlife as a devil-infused ghoul. (War of the Burning Sky 4e 8 O, Wintry Song of Agony)
Ghoul Drow Horde: See Ghoul Horde Drow.
Ghoul Dwarf: Once stalwart defenders of the dwarven enclave, in death, the dwarves have risen as accursed ghouls. (Dungeon Crawl Classics 54 Forges of the Mountain King)
Ghoul Eyebiter: The Ghoul King, Doresain, created ravening underlings called eyebiters to serve him in the White Kingdom. (P2 Demon Queen's Enclave)
Ghoul eyebiters are creations of Doresain, bred to spawn and support the Ghoul King’s undead legions.
Ghoul Field: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Flesh Seeker: The sage had warned of these creatures—mortal followers of Orcus that had undergone a horrific, cannibalistic initiation into the demon lord’s cult. (Monster Manual 3)
Ghoul Freeze-Dried: ?
Ghoul Gatherer: ?
Ghoul Ghast: The rogue thought herself clever when she opened the leaden doors to the lost tomb, saw a dozen slavering ghouls in the antechamber, and quickly sealed the sepulcher. Ten years later—long enough for the ghouls to starve to death, according to her research—she returned to the place. True, the ghouls had met their end. However, their transformation into ghasts was something she hadn’t accounted for. (Monster Manual 3)
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. (Monster Manual 3)
Ghouls starved of flesh. (Madness at Gardmore Abbey)
When ghouls go too long without humanoid flesh, they rot away from the inside out. The insatiable hunger that accompanies this transformation grants ghasts a desperate strength and ferocity. (Dragon 387)
Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
If the target [of a ghast's claw attack] loses all their recoveries, they turn into a ghast after their next long rest. (Orcus Game Master's Guide)
The remnant of a revolting tragedy now lurks at the grove. A druid couple and seven orphan children they sheltered hid from the fire in caves upstream. They waited for the fire to die out, but when it did not, the druids killed and ate the children. They eventually turned on each other to feed and died from their wounds at the same time, eventually rising as ghasts. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Ghasts are undead humanoids created when one dies during the act of cannibalism. (War of the Burning Sky 4e 2 The Indomitable Fire Forest of Innenotdar)
Ghoul Ghast, Grygori Dilvia: Talther Yorn hired Grygori Dilvia to plunder ancient barrows and battlefields for bones, and Grygori enjoyed the mindless work. The spirits of the dishonored dead cursed Grygori and slowly transformed him into a ghast. (Dungeon 211)
Ghoul Ghast Centurion: ?
Ghoul Ghast Halfling Ghast, Yera: The Tser Pool is haunted by the remnants of a drowned halfling woman. This is Yera, the beloved of Falstan Mitrache, who fell out of a boat and failed time and again to catch herself before going over the Tser Falls. She lingers on as a ghast. (Dungeon 207)
Ghoul Ghast Irrendan Ghast: ?
Ghoul Ghast Lacedon: ?
Ghoul Ghoulish Crow Swarm: ?
Ghoul Ghoulish Red Dragon Whelp: ?
Ghoul Greater: ?
Ghoul Greater Elven: ?
Ghoul Horde: Death Tyrant Reanimating Ray power. (Open Grave Secrets of the Undead)
Beholder Death Emperor Reanimating Ray power. (E1 Death's Reach)
Beholder Death Emperor Animating Ray. (E1 Orcus Conversion)
Ghoul Horde Drow: A group of undead led by an abyssal ghoul overran the slaver complex and killed its inhabitants. A few of these victims were transformed into ghouls by the abyssal power surging through Phaervorul, and now they work alongside the undead invaders. (P2 Demon Queen's Enclave)
Ghoul Horde Drow, Ghoul Minion, Slavering Undead Humanoid: ?
Ghoul Hound: ?
Ghoul Howling: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Ice: Legends say that a man who dies in the snow cursing the goddess of the bitter arctic winds will rise again on the night of the full moon, hungry for warm, raw flesh to fill his shrunken belly. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ice ghouls are the frost-rimed remains of travelers who starved to death in the blizzards of the north, undead creatures with pale white skin and withered flesh. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Ice Reaver: ?
Ghoul Ichor-Ghoul, Terrifying Undead Ichor-Ghoul: Hundreds of years ago, a secret organization in pursuit of power made the mistake of combining two powerful magical items: an orb of chaos and the mysterious necrosis cube. The result was the creation of the terrifying undead ichor-ghouls. (Death and Chaos)
Hundreds of years ago, a secret organization in pursuit of power made the mistake of combining two powerful magical items: an orb of chaos and the mysterious necrosis cube. The result was the creation of the terrifying undead ichor-ghouls. (Orcus Monsters)
Ghoul Imperial: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Ghoul Imperial Ghast Centurion: Many ghouls are condemned from their creation to scrabble after scraps, while other rise to be masters of the underworld. Only the highly variable course of the disease that creates ghouls—best known as ghoul fever or “the curtain” among ghouls—separates these two groups. The worst-off become ordinary ghouls or ghasts. They remember essentially nothing of their former lives, and their minds sink to a lower state of hunger, rage, and more hunger. The fortunate ones retain some of their memories and skills to become imperial ghasts and ghouls, the Imperium’s middle class. (Midgard Bestiary for 4th Edition D&D)
Ghoul Iron: ?
Ghoul Lacedon: ?
Ghoul Lizardfolk: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
If they manage to scatter the workers and defeat any defenders, they take any lizardfolk who were slain—such as Liss—and transform them into ghouls, refilling their ranks. (Zeitgeist Act Two The Grand Design)
Ghoul Lord: Ghoul lords were powerful individuals slain by ghouls or the accidental by-product of necromantic experiments. (Jester's 4e Ravenloft Manual of Monsters)
Ghoul Lord of Hampstead, Darien: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. (Dungeon 184)
Ghoul Minion: See Ghoul Horde Drow, Ghoul Minion, Slavering Undead Humanoid.
Ghoul Mob: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Necrophagus Savant: ?
Ghoul Overghast: Theories about overghasts’ origins abound. Most scholars believe that they were created spontaneously by explosions of necromantic energy near the end of the Divine War — the same energies that are thought to have created the fearsome Isle of the Dead. While these notions have not been confirmed, it is known that on occasion an ordinary ghast can be transformed into one of these creatures, and that they are most common in southern Termana, near the Ghoul King’s island realm. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Plaguechanged: THE SPELLPLAGUE KILLED INDISCRIMINATELY, but it apparently raised some of those it slew, in a hungering form. (Forgotten Realms Campaign Guide)
Ghoul Plague-Changed Eater: ?
Ghoul Plague-Changed King: ?
Ghoul Poisonbearer: The poisonbearer is yet another undead creation of the Ghoul King, lord of the Isle of the Dead. (Creature Collection - A Compendium of 4th Edition Monstrous Foes)
Ghoul Priest of Cheshimox: Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist 6 Revelations from the Mouth of a Madman)
Cheshimox conquered the lizardfolk servants of another dragon and transformed them into undead so they could resist the unearthly chill. (Zeitgeist Act Two The Grand Design)
Ghoul Ravenous: In the past, some of the resident duergar rested here to recover from wounds caused by the Silver Company. Before they could heal, the magic of the Time Trap ritual took hold. However, the magic of the stasis field was weak in this area of the monastery, and the living duergar were imperfectly preserved. Over the last sixty years, their bodies have wasted away while remaining trapped in the chamber, causing them to become ghouls. (March of the Phantom Brigade)
The ghouls that have been trapped in this chamber for so long were once duergar, but decades of slowly dying of hunger and thirst have left them with nothing but a supernatural need to eat. These ghouls are driven by pure hunger, and are almost zombie-like in their unthinking desire to eat the flesh of the heroes. (March of the Phantom Brigade)
A character can make a DC 13 Arcana check to determine that the ghouls were created by the decaying stasis field resulting from the Time Trap. (March of the Phantom Brigade)
Ghoul Raving: ?
Ghoul Ripper: ?
Ghoul Risen: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Scarred: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Sea: ?
Ghoul Sindairese: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul Sindairese Feaster: Lord Gorquith’s court minstrel, an elf named Findle, tried to ingratiate himself with the Emperor, but Coaltongue found him servile and annoying and so had him executed as well. Griiat chose to make him beg for death as he had tried to beg for life, and made a game of it, seeing how many pieces of the castle’s cutlery he could insert into the elf before he perished. The other rebels were forced to watch and then to each take a utensil out of the dead minstrel and eat whatever was stuck on it. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Later, when the firestorm tore through Korstull, the executed rebels and the massacred bard were animated as ghouls. (War of the Burning Sky 4e 6 Tears of the Burning Sky)
Ghoul Skullborn: ?
Ghoul Sodden, Lacedon: A sodden ghoul arises when an aquatic humanoid that engages in cannibalism dies. Sodden ghouls are also created through deliberate rituals by evil aquatic creatures, such as bog hags, kuo-toas, sahuagin, and aboleths. (Open Grave Secrets of the Undead)
Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Sodden Wailer: ?
Ghoul Stalker: ?
Ghoul Starving: Three weeks ago, a young farmer named Darien uncovered a jagged shard of bone while working his fields just outside the city of Hampstead. He pocketed it as an idle curiosity, since the shard seemed to glimmer as if polished, despite the number of cuts and notches that it bore. (Dungeon 184)
An idle curiosity it was not, tragically. The shard was a bit of planar detritus, fallen through the weave of reality to come to rest in the fields near Hampstead. It originated in the stygian depths of the Abyss, in the domain known as the White Kingdom, which is situated within the hellish realm of Thanatos. There the shard had once been part of an unfortunate victim or foolish crusader who met a terrible end at the hands of Doresain, the Ghoul King, Lord of the White Kingdom, and exarch of the demon lord Orcus. After a perfunctory feasting, gnawing, and cracking, Doresain discarded the shattered, leftover remains in short order, but even this passing contact was sufficient to imbue them with a spark of the warping power of the Abyss and an echo, however pale, of the Ghoul King’s immortal hunger. (Dungeon 184)
Soon after finding the shard, Darien was plagued with vivid, gruesome nightmares of flashing teeth, bloody flesh, and an unspeakable hunger as ravenous as it was ageless. The unrelenting visions drove him to seek help as they besieged even his waking mind with terrible images and horrific urges, but he found no respite. After weeks of sanity-sapping mental and spiritual strain, the vile influence proved the stronger, sweeping away all that Darien was in a single, terrifying night of brutal slaughter and depraved feasting as the beast that had been Darien fell upon Hampstead. Twisted by the power of the shard, those he slew shuddered into cursed unlife and hurled themselves at those who had once been their friends and families in a frantic attempt to sate an eternal hunger. In that single night, nearly the entire population was turned or ripped to bloody, screaming shreds, leaving only a handful of desperate survivors to be dragged, thrashing, from their bolt holes in the ensuing days. Soon, only the wailing howls of the risen ghouls sounded over Hampstead. (Dungeon 184)
Ghoul Stench: A stench ghoul is the result of a cannibalistic humanoid who dies after consuming the rancid flesh of another humanoid. (Open Grave Secrets of the Undead)
Ghoul Tianak: The tianak are tiny undead created from infants and the unborn and given a profane hunger for human flesh. (Asuang: Shapechanging Horrors)
Other asuangs take this connection to ghouls a step further, using their blood as a component in a foul ritual. They take the corpse of an infant, be it stillborn or taken forcibly from the womb of its dead mother, and infuse their foul blood onto the tiny corpse. The result is a tianak, a miniature ghoul that inherits the asuang’s shapechanging ability. (Asuang: Shapechanging Horrors)
The ritual transforms them so that they appear to be around the same size as a child that can already crawl. Curiously, they also possess a stunted leg in this form. Those well-versed in the art of ritual casting believe that the stunted leg is the cost of the slight growth spurt. (Asuang: Shapechanging Horrors)
Ghoul Tianak Swarm: From time to time, the tianak finds others of its cursed kin. These tianaks form into a tianak swarm, and are more straightforward as a group compared to when they act alone. (Asuang: Shapechanging Horrors)
Ghoul Warped: ?
Ghoul Warrior: ?
Ghoul Whisperer: ?
Ghoul Witch-Ghoul Nursemaid, Gasha: ?
Ghoul Wretched Stench: ?
Ghoulish Crow Swarm: See Ghoul Ghoulish Crow Swarm.
Ghoulish Red Dragon Whelp: See Ghoul Ghoulish Red Dragon Whelp.
Ghovran Akti the Planeweaver: See Lich, Combat Magic Specialist, Eladrin Necromancer, Known Necromancer, Member of the Ebon Riders, Powerful Eladrin Mage, Ghovran Akti the Planeweaver.
Giant Mummy: See Mummy Giant.
Giant Shadow: Shadow giants are remnants of giants killed by the sorcerer-kings in ancient wars. Their hate-filled spirits have found a home in the deathly substance of the Gray. (Dark Sun Creature Catalog)
Giant Skeletal Bat: See Skeleton Giant Skeletal Bat.
Giant Skeletal Water Snake: See Skeleton Giant Skeletal Water Snake.
Gibbering Abomination Undead: See Gibbering Beast Undead Gibbering Abomination.
Gibbering Beast Undead Gibbering Abomination: ?
Gibbering Head: This head is all that remains of one of the leaders of the long-ago battle, impaled here as a trophy of sorts and a warning to other enemies. Long exposure to the taint of this area has infused it with malefic abilities. (Open Grave Secrets of the Undead)
Gibbering Heads: A collection of the Horseman’s prior victims. (Dungeon 174)
Gillante, Byron: See Death Knight, Lord Byron von Gillante.
Girallion Mummified: When Yayauhqui first traveled to the ruined city, he discovered it was inhabited by wild apes that had taken to emulating the city’s ancient carvings in a bizarre mimicry of Cihuatlco’s rituals and practices. Doing his best to avoid the apes, Yayauhqui explored the quarters of the king’s attendants and found the amulet containing the dead king’s life force as well as tablets that taught him the secrets of the king’s enchanting song. After the witch doctor had mastered the king’s song, he used it to lure Cuicatl, the daughter of Jocotopec’s chieftain, to the ruins. (Dungeon 192)
When the girl stepped out of the jungle, the wild apes accosted her. Instead of battering her to death as they had several of Yayauhqui’s assistants, the apes led her to the king’s ziggurat and placed the queen’s crown upon her brow, imitating the carvings they had seen. Where they had found the crown is anyone’s guess, but it bore a powerful magic—a shred of the last queen’s will. Any female who wears the crown believes herself to be the rightful queen of Cihuatlco. In this way, Cuicatl came to regard the apes of Cihuatlco as her new subjects. (Dungeon 192)
While the apes were distracted by their new queen, Yayauhqui sneaked into what he believed was the king’s tomb below the ziggurat and placed the amulet on the mummified remains he found there. As he had hoped, the amulet stirred the mummy to wakefulness. Unfortunately for him, Yayauhqui had placed the amulet on the wrong body. The witch doctor assumed that the large and powerful-looking mummy he discovered was that of the king. Only after it proved both uncommunicative and exceedingly hostile did he discover that he had not animated the dead king but his monstrous guardian—a girallon. (Dungeon 192)
Githyanki Blackweaver: ?
Githyanki Dread Knight: ?
Githyanki Guardian Shade: ?
Githyanki Kr'y'izoth: Undead githyanki spell-casters whose life essences Vlaakith drained. (Dungeon 191)
Githyanki Shade: The resting place of the honored dead of Chanhiir was the sight of a last stand by the temple’s faithful. When the invaders pulled down this place in the aftermath, they drew forth the vengeful spirits of the githyanki warriors interred here. (Dungeon 167)
Githyanki Tl'a'ikith: Undead martial githyanki whose life essences Vlaakith drained. (Dungeon 191)
Glabrezu Undead: See Demon Undead Glabrezu.
Glistening Heap: See Devourer's Spawn Glistening Heap.
Glistening Mass of Muscle Pulsing With Thick Veins of Crimson-Black Blood Raw: See Bloody Bones, Glistening Mass of Raw Muscle Pulsing With Thick Veins of Crimson-Black Blood, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body.
Glistening Mass of Muscle Raw Pulsing With Thick Veins of Crimson-Black Blood: See Bloody Bones, Glistening Mass of Raw Muscle Pulsing With Thick Veins of Crimson-Black Blood, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body.
Glistening Mass of Raw Muscle Pulsing With Thick Veins of Crimson-Black Blood: See Bloody Bones, Glistening Mass of Raw Muscle Pulsing With Thick Veins of Crimson-Black Blood, Skeletal Humanoid With Bits of Muscle and Sinew Hanging From its Body.
Gloomwarden: See Specter Gloomwarden.
Gluttonous Viceling: See Viceling Gluttonous.
Gnoll Hyena Spirit: A hyena spirit is the undead vestige of a prized gnoll war beast. Bound to a tribe by dark magic, it continues to fight on after death. (Monster Manual 3)
Gnoll Scavenger: ?
Goat Sucker: See Vampire Chupacabra, Goat Sucker.
Goblin Dreadclaw Reaver: See Dreadclaw Reaver Goblin.
Goblin Fire Phantom: See Ghost Goblin Fire Phantom.
Goblin Flame Vent Haunt: See Ghost Goblin Flame Vent Haunt.
Goblin Ghost Boss: See Ghost Goblin Ghost Boss.
Goblin Phantom: See Ghost Goblin Phantom.
Goblin Zombie: See Zombie Goblin.
God of Secrets: See Vecna, God of Secrets, God of the Undead, Lord of Secrets, Lord of the Rotted Tower, Maimed Lord, Master of the Spider Throne, The Keeper of Secrets, The Maimed God, The Undying King, The Whispered One, Undead God of Secrets.
God of Secrets Undead: See Vecna, God of Secrets, God of the Undead, Lord of Secrets, Lord of the Rotted Tower, Maimed Lord, Master of the Spider Throne, The Keeper of Secrets, The Maimed God, The Undying King, The Whispered One, Undead God of Secrets.
God of the Undead: See Vecna, God of Secrets, God of the Undead, Lord of Secrets, Lord of the Rotted Tower, Maimed Lord, Master of the Spider Throne, The Keeper of Secrets, The Maimed God, The Undying King, The Whispered One, Undead God of Secrets.
God Undead of Secrets: See Vecna, God of Secrets, God of the Undead, Lord of Secrets, Lord of the Rotted Tower, Maimed Lord, Master of the Spider Throne, The Keeper of Secrets, The Maimed God, The Undying King, The Whispered One, Undead God of Secrets.
Gorger: Gorgers are disgusting undead horrors created from human subjects force-fed on the flesh of sentient humanoids to the point of death. Just before death, a vile ritual is worked, drawing upon the power of the Shadowfell, which transforms the victim into a towering, bulbous monstrosity that lives only to eat. (Dungeon Crawl Classics 62 Shrine of the Fallen Lama)
Gorgimrith: See Undead Entity Massive, Gorgimrith, The Hunger in the Mountain.
Gorgosol: See Wight Battle Commander, Gorgosol.
Goristro Undead: See Demon Undead Goristro.
Gorquith: See Lord Gorquith.
Gozul: ?
Graef, Geoffrey: See Ghost, Ghost of Graefmotte, Geoffrey Graef.
Graft Undead: See Undead Graft.
Gralhund: See Brain in a Jar, Gralhund.
Grandmaster: See Wraith Servant Monk, The Grandmaster.
Grandmaster of Shadows: See Vampire, Teliko, Grandmaster of Shadows.
Granny DeMay: See Granny Francis DeMay.
Granny Francis DeMay: Francis DeMay’s husband drank. He spent his coin in gambling dens and houses if ill repute. Francis tried to salvage their failing marriage, but when Tomas started hitting her, something inside her snapped. One night while Tomas slept in a drunken stupor, Francis locked him in the bedroom, and then set fire to their small farmhouse with Tomas still inside. Tomas was so inebriated, he never woke up to realize that his flesh was on fire. (Good Little Children Never Grow Up)
As Francis DeMay watched the blaze she had a revelation: adults are the source of all the evils in the world: war, famine, neglect. Childhood is a time of blissful ignorance. If only she could stop children from growing old, she could save them all of the pain she suffered. (Good Little Children Never Grow Up)
After the fire, DeMay moved to the sleepy village of Hedgebird. A few miles out of town, she started a small orphanage. DeMay got few visitors, but those that came saw only a dozen happy children playing or tending the vegetable garden. Nobody asked what happened to the children who grew old enough to leave the orphanage. If they had, they might have realized that none of the children ever did grow old enough to leave. The dark truth was that when the children reached puberty, DeMay brought them down to a secret cavern below the cellar. Here she murdered the children and hid their bodies. (Good Little Children Never Grow Up)
DeMay’s slaughter continued for decades, and nobody in Hedgebird ever noticed. A group of orphans lead by a girl named Liandra finally stopped DeMay. One night Liandra followed DeMay into the cavern below the cellar. She distracted DeMay while the other children piled rocks over the trap door into the cavern. When Granny DeMay discovered the plan she killed Liandra in her fury. DeMay pounded on trap door, but it was no use. She died of thirst several days later. The children fled the orphanage, saying only that Granny DeMay had disappeared. (Good Little Children Never Grow Up)
Neither DeMay’s nor Liandra’s spirits rest easy. DeMay continues to terrorize anybody who sets foot in the house, while Liandra hopes to find somebody who can break DeMay’s grip on this world once and for all. (Good Little Children Never Grow Up)
Grapesorter: See Zombie Grapesorter.
Grapestomper: See Zombie Grapestomper.
Grasping Zombie: See Zombie Grasping.
Grave Chill Blaspheme: See Blaspheme Grave Chill Blaspheme.
Grave Digger: See Zombie Grave Digger.
Grave Drake: See Zombie Grave Drake.
Grave Harpy: Wizards argue what makes some harpies to rise as grave harpies after their death. Some argue that there must be some foul necromantic ritual involved, while other argue that it has do with the harpies fey spirit itself being trapped between the Shadowfell and the Feywild, resulting in these vile abnormalities. (H3 Conversion)
Grave Harpy: See Grave Harpy.
Grave Hunger Zombie: See Zombie Grave Hunger.
Grave Swarm: See Bone Swarm Grave Swarm.
Grave-Born Drakkensteed: See Drakkensteed Grave-Born.
Gravehound: See Zombie Gravehound.
Gravekeeper Slon: See Slon Gravekeeper.
Gravesteed: In the quiet village of Sleepy Hollow, an avaricious nobleman, whom a paladin intended to expose as a fraud, forced the unjust execution of the young hero. The paladin was accused of most heinous crimes, and was brutally tortured before being beheaded. The paladin’s soul was burdened with great weight upon his death, and he could not move on to the glorious afterlife that awaited him until he had his vengeance... (Horrors of Halloween)
The next year, a grim shadow was cast upon the village of Sleepy Hollow, as the paladin returned. The vengeful spirit of the paladin was a sight to behold, mounted atop the remains of his once glorious steed, clutching a blade instilled with dark magic in one hand, and a pumpkin, carved into a distorted mockery of the head he once had, roaring black and red flames, the flames of his soul, dancing within, in the other. (Horrors of Halloween)
Gray Child Emaciated With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Gray Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head Emaciated: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Gray Company Fallen Hero: ?
Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head: See Attic Whisperer, Gray Emaciated Child With Cobwebs and Dust for Clothes and a Fox Skull for a Head.
Great Flameskull: See Flameskull Great.
Greater Bone Servant: See Bone Servant Greater.
Greater Elven Ghoul: See Ghoul Greater Elven.
Greater Failed Sacrifice: See Skeleton Failed Sacrifice Greater.
Greater Ghoul: See Ghoul Greater.
Greater Power, Elziba Caulwik, The Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Greater Shadow: See Shadow Greater.
Greater Skeleton Failed Sacrifice: See Skeleton Failed Sacrifice Greater.
Greater Xochatateo: See Xochatateo Greater.
Greatroot Vile Oak: See Vile Oak Greatroot Vile Oak.
Green Arcanian: See Arcanian Green.
Green Jade Skeleton: See Skeleton Green Jade.
Grell Specter: See Specter Grell.
Greysen Ramthane's Specter: See Specter, Greysen Ramthane's Specter.
Grief Wraith: See Wraith Grief.
Griefmote: When an innocent dies, sometimes a spirit fragment survives the soul’s migration from the flesh to the Shadowfell. These fragments preserve the victim’s final suffering. (Dragon 375)
Griefmote Cloud: ?
Griiat: See Inquisitor Griiat.
Grim Lasher: See The Grim Lasher.
Grim Reaper: See Mist Creature Grim Reaper.
Grimehammer, Baldos: See Barrowhaunt, Baldos Grimehammer.
Grolin Surespike: See Ghost Dwarf, Grolin Surespike.
Grygori Dilvia: See Ghoul Ghast, Grygori Dilvia.
Gryznath, Chosen of Faluzure: As a Chosen of Faluzure, the dragon god of undeath, Gryznath enjoys certain benefits. Left unattended, his corpse animates as an undead version of itself in an hour. (Dungeon 221)
Guard: See Dragon Earthquake Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Guard: See Dragon Volcanic Elder, Catastrophic Dragon, Creation, Dragon That Has Undergone Barrowmere's Vile Experiments, Guard, Snarling Dragon.
Guard Vampire: See Vampire Guard.
Guardian Copper Mummy: See Mummy Copper Guardian.
Guardian Doll: Guardian dolls are constructs created by the White Witches to serve as spies and sentries at places that require ever vigilant wardens−especially the wintry nation's borders. These strange automatons are infused with fragments of the souls of living beings slain during the dolls' creation. The doll is sentient, and though a small part of the soul's original personality remains, the witchery employed largely strips it of its individuality. (Reign of Winter 1 The Snows of Summer 4th Edition Conversion)
Guardian Doll, Construct, Porcelain Guardian Doll, Thora Petska: You watch into the dark ice and see a little girl on a street in an unknown city. It is snowing and a crowd of people have gathered in the town square. She is trying to watch at the strangers that have gathered in the town plaza. Black clad men follow an icy white dressed woman. The little girl looks curiously at the party, before asking the man next to her, "Who is that ugly lady? Why is her hair all white? Is she a huldra?" Suddenly the white lady's eyes grow icy cold. "Bring that girl to me. We will make an example out of her. Nobody offends the White Witches of Irrisen. Take her!" The little girl get scared and tries to run away, but the black clad soldiers soon catch her and drag her back through the snow. "I'm sorry! Don't hurt me! I never meant to call you names!" the little girls scream, tears streaming down her eyes. The white lady only smiles. "I will teach you manners, little girl", she says with a smile that never touches her eyes.
In the ice you see the little girl again, cowering in here straw bed in some cold cell. The sound of the icy wind outside carries the chill of winter. The white lady stands at a simple bed, looking down at the girl with contempt in her eyes. "Please don't keep me here. It's so cold. I miss my mother", the little girl says, but with no tears. There are no tears left in her frail little body. "Your mother does not want you back. She told me so herself. 'Do what you want with that ungrateful little brat, I bear no love for her myself' she told me". The little girl looks stricken as by a physical blow. "You lie, you lie!" she screams. "Is that so? Why is then your mother leaving my castle? Look outside. That’s her down there. She did not want you", the white lady says, pointing out the window. "NOOOO", you hear the little girl scream with terror in her voice. (Reign of Winter 1 The Snows of Summer 4th Edition Conversion)
You see the little girl in the ice again. She stands in front of the white lady on her icy throne, in a large hall covered in frost and shadows. The white lady tries to give something to the little girl. It is a porcelain doll in her outstretched hand. "I don't want your stupid doll! I want to go home! Take me back!" the little girl screams and tries to throw the doll to the stone floor. The white lady catches it. "I wouldn't do that, if I were you. I wouldn't do that at all". There is something dangerous in her voice, a hidden promise of something terrible. (Reign of Winter 1 The Snows of Summer 4th Edition Conversion)
Guardian Doll, Construct, Strange Automaton, Strange Doll: ?
Guardian Doll, Sentry: ?
Guardian Doll, Spy: ?
Guardian Doll, Thora Petska: See Guardian Doll, Construct, Porcelain Guardian Doll, Thora Petska.
Guardian Doll Porcelain, Thora Petska: See Guardian Doll, Construct, Porcelain Guardian Doll, Thora Petska.
Guardian Mummified: See Mummified Guardian.
Guardian Mummy Copper: See Mummy Copper Guardian.
Guardian Mummy Slithering: See Mummy Slithering Guardian.
Guardian of Phaervorul: See Lich Archlich, Drow Lich, Last Remaining Disciple, Majestic Floating Humanoid, Necromancer, Parthal, Archlich of the Tower of Zoramadria, Guardian of Phaervorul, Lord of the Tower of Zoramadria.
Guardian Secondary, Evija: See Attic Whisperer, Conglomeration of Tiny Clockwork Gears Bird Bones Dried Twigs and Scraps of Dog Fur Topped With a Cracked and Chipped Porcelain Doll's Head, Secondary Guardian, Spy, Evija.
Guardian Shade: See Githyanki Guardian Shade.
Guardian Slithering Mummy: See Mummy Slithering Guardian.
Guardian Statue: ?
Guardian Tomb Run-Down Skeletal: See Skeleton Skeletal Tomb Guardian Run-Down.
Guardian Tomb Skeletal Run-Down: See Skeleton Skeletal Tomb Guardian Run-Down.
Guardian Undead: See Undead Guardian.
Guardsman Skeletal: See Skeleton Skeletal Guardsman.
Gulthias: See Vampire Lord, Gulthias.
Gut Wrencher: Some evil has touched the crypt of Davinkar, tearing the dead from their rest and rearranging themselves into creatures most terrible. (Lands of Darkness 5 Iron Mountains)
Another is a ball of guts and intestines, writhing and wrenching to digest more life. (Lands of Darkness 5 Iron Mountains)
Gutripper Lich Hound: See Lich Hound Gutripper Lich Hound.
Gwenth: See Vampire, Gwenth.
Gydd Nephret: See Dreadclaw Soulbound, Gydd Nephret.
Haestus d'Cannith: See Forgewraith, Haestus d'Cannith.
Hag Vampiress, Elziba Caulwik, The Crone of Tanglethorn Manor: See Vampire Crone, Canny Opponent, Crone, Greater Power, Key Villain, Mistress, Monstrosity, Pariah, Vampiress Hag, Elziba Caulwik, The Crone of Tanglethorn Manor.
Hag Wraith: See Wraith Hag.
Hairless Creature: See Ghoul, Hairless Creature, Shriveled Mockery of a Human.
Half Breed of Shaligon: See The Thirteen, Scoellious, Half Breed of Shaligon.
Half-Elf Lich: See Lich Half-Elf.
Half-Orc Revenant: See Revenant Half-Orc.
Halfling Ghast: See Ghoul Ghast Halfling.
Halfling Vampire: See Vampire Halfling, Daeyerg Due.
Hamul: See Vsadni, Hamul, The Hateful Scum.
Hanged One: Hanged ones can be created with dark rituals, but they often arise spontaneously in areas of concentrated evil when the bodies of slain innocents have been hanged or strangled. (Dungeon 155)
Hanging Dead: Since they can only be created once per day by the hanging tree, they are sacrificed more carefully by the hanging tree. (From Here to There)
Kale Tane was tried and found guilty of stealing a good portion of his neighbor’s cattle by the local magistrate, Judge Cornelius Orril. Kale was in fact innocent and was framed by Judge Orril in order to keep Kale from marrying his daughter, Portia. For the first time innocent blood has stained the ground beneath the hanging tree, and the spirits of those slain there have awoken to right this injustice. (From Here to There)
Hanging Dead, Composing Corpse, Corpse, Undead Controlled by the Tree, Undead Minion, Undead Servant: ?
Harbane, Garvus: See Wight Deathlock, Garvus Harbane.
Hargaad: See Bodak Frost Giant Bodak Reaver, Jarl Hargaad.
Harken the Pure: Lich, Harken the Pure.
Harmless Phantom: See Ghost Harmless Phantom.
Harpy Ghost: See Ghost Harpy.
Harrag's Shadow: See Shadow Harrag's Shadow.
Harrowzau: See Atropal, Harrowzau.
Harthoon: See Lich, Harthoon.
Harthoon, Castellan of Everlost: S